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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 1115263 times)

kazi

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #645 on: October 23, 2014, 02:54:18 AM »

Nanao-kun, that's a known bug with vanilla, not Shadowyards.

also, found this in the modPlugin file. Made me chuckle a bit.
Code
public static Boolean templarsExist = false;
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BR41ND34D

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #646 on: October 23, 2014, 07:22:40 AM »

Dunno if you like crashlogs for a dev build but here's one anyways:
https://paste.ee/p/oBDcA
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Aklyon

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #647 on: October 23, 2014, 07:51:54 AM »

From the looks of the bottom of that log, it sounds like you ran out of memory loading the save. Have you tried editing vmparams and see if that helps?
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MShadowy

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #648 on: October 23, 2014, 08:06:49 AM »

Hmmm, agreed.  Additionally, I have to ask, were you loading from a save predating adding the mod?

E: Nope, and furthermore it doesn't appear to merge the new systems into non-modded playthroughs, at least ones set up like SHI.  Hmmm...
« Last Edit: October 23, 2014, 08:13:31 AM by MShadowy »
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Nanao-kun

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #649 on: October 23, 2014, 11:58:11 AM »

I've never really thought about it before, but in the Sargasso's full description, is it supposed to say "Comptrollers" instead of "Controllers"?
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MShadowy

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #650 on: October 23, 2014, 12:30:45 PM »

I'd selected the world purposefully, but my selection was based on my inferrign what it meant from the contexts I'd seen it in previously.  Looking at the definition, "Controllers" is probably more appropriate.
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CopperCoyote

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #651 on: October 23, 2014, 12:54:39 PM »

I thought it was a portmanteau of computer controller.
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Itches are scratched. Back-rubs are savored.

Nanao-kun

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #652 on: October 23, 2014, 12:55:15 PM »

I thought it was a portmanteau of computer controller.
Same, which is why I never mentioned it.
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Toxcity

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #653 on: October 23, 2014, 03:08:12 PM »

This is kinda nitpicky, but it seems strange that lud aren't among their enemies (with the high-tech ships and what not).

I liked the small hegemony and pirate stations in the other system (good source of favor from shadowyards).
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MShadowy

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #654 on: October 23, 2014, 03:20:23 PM »

I did set the relationship between the church of galactic redemption and SHI to be inhospitable, actually, but for some reason it's not taking.
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Nanao-kun

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #655 on: October 23, 2014, 03:37:52 PM »

Oh, I just realized. One of the changes for 0.65a was that Fighter logistics cost were roughly halved. Any chance of the same for Shadowyards?
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MShadowy

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #656 on: October 23, 2014, 03:58:34 PM »

Yeah, been going through today and doing some balance shifting to bring SHI's stuff more in line with the new vanilla balance.  Fighters were one of the things I touched on.

Also regarding this:
I did set the relationship between the church of galactic redemption and SHI to be inhospitable, actually, but for some reason it's not taking.

I believe I've determined the issue - having strained but still peaceable relations is not enough to make one an enemy, and as such, while the Church of Ludd and SHI may distrust the hell out of each other, my best guess is that as long as they aren't shooting at each other the player doesn't receive that information.  Setting them to hostile for now.

New dev build time:


Fixed a bug that was doubling up the economy (my fault, really, was just fumbling about trying to determine how to get the economy to function), and added a faction description/changed some of the background info slightly.  Fiddled with missile balance and made all the ships cost an appropriate amount.  Also added a portrait that I forgot to put in last time.
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Piemanlives

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #657 on: October 23, 2014, 04:44:10 PM »

Hey Shadow, mind changing the thread title to reflect .65 compatibility?
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This is called me throwing my missile swarm at you, and by swarm I mean massacre, and by missiles... I actually just mean missiles, there's actually not much to it really.

Nanao-kun

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #658 on: October 23, 2014, 05:05:24 PM »

Now if only I had a Pirate version of the Ashnan, with Shielded Cargoholds. :P
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MShadowy

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Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #659 on: October 23, 2014, 05:11:21 PM »

Now if only I had a Pirate version of the Ashnan, with Shielded Cargoholds. :P

At this point I'm still considering how to integrate SHI's stuff with the civilians.  Probably go with a variant of this 'Cartels' idea mentioned in the something awful thread, with a pirate sub-faction using the Piratized vessels and (D) ship-skins or the like.

Hey Shadow, mind changing the thread title to reflect .65 compatibility?

Done.
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