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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115519 times)

MesoTroniK

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #675 on: October 30, 2014, 07:05:26 PM »

The system weapons appearing in shops is a vanilla issue that will be fixed soon.

Sabaton

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #676 on: November 01, 2014, 04:40:20 AM »

 That's nothing, I once found a Mimir core for sale.
Civilians are a welcome addition. But regarding the new economic system: do you plan on adding big beefy tankers/haulers for a pure trader approach?
 Also, once mining and industry becomes a thing, will you add ships dedicated industrial ships?
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JohnDoe

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #677 on: November 01, 2014, 06:07:46 AM »

That's nothing, I once found a Mimir core for sale.
Civilians are a welcome addition. But regarding the new economic system: do you plan on adding big beefy tankers/haulers for a pure trader approach?
 Also, once mining and industry becomes a thing, will you add ships dedicated industrial ships?
Wow, relax... 2020 is still over fire years away.
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Luna

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #678 on: November 01, 2014, 06:42:05 AM »

  JohnDoe, don't be so pessimistic. Fractal Softworks is not Blizzard. They won't take 5 years for the next update. Besides, even if we were to get more often updates, we would get less content in each update, in addition to possibly forcing modders re-make their mods constantly.

  That wouldn't be very good for Starsector, as some modders might just get very frustrated and leave until the game is done. I, for one, like all my mods updated to a current version, thank you very much.
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Sabaton

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #679 on: November 01, 2014, 08:42:06 AM »

 Heh, looks like Negative Nancy got down with Debby Downer and had a child.
 Thou this game doesn't have the fastest development in the world it's still a 2D sprite based game that I doubt would take 5 more years to complete.
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MShadowy

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #680 on: November 01, 2014, 10:43:07 AM »

That's nothing, I once found a Mimir core for sale.
Civilians are a welcome addition. But regarding the new economic system: do you plan on adding big beefy tankers/haulers for a pure trader approach?
 Also, once mining and industry becomes a thing, will you add ships dedicated industrial ships?

Yes; My next round of ships is likely to consist predominantly of civilian/utility ships; probably a shuttle, a less combat oriented destroyer sized freighter, a cruiser or capital scale tanker and a capital scale freighter, which will be a repurposed version of a planned capital industrial/mining ship, the Norn, which is intended to act as a mobile refinery and mobile HQ for remote mining operations.  So, a Norn (T) I guess.

E:  Also a Tug, I have a tug design I like so that needs doing too.
« Last Edit: November 01, 2014, 10:58:43 AM by MShadowy »
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TartarusMkII

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #681 on: November 01, 2014, 05:45:53 PM »

Hiya, I am just putting this link here for the author of the mod to look at. I hope it can help, and I'd really appreciate it!

http://fractalsoftworks.com/forum/index.php?topic=8552.0

It is in regards to the current issue of having to edit files to get factions to work, from the perspective of an end-user.
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Histidine

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #682 on: November 01, 2014, 11:07:44 PM »

Mission "Nuts to this!" crashes on setting up ships in selection menu:

Code
196296 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull [ms_morningstar] variant [mission_nutstathis_ship_0]: slot id [WS 001] not found for weapon [ms_cepc]
java.lang.RuntimeException: Ship hull [ms_morningstar] variant [mission_nutstathis_ship_0]: slot id [WS 001] not found for weapon [ms_cepc]
at com.fs.starfarer.loading.specs._.super(Unknown Source)
at com.fs.starfarer.title.C.L.new(Unknown Source)
at com.fs.starfarer.title.C.L.o00000(Unknown Source)
at com.fs.starfarer.title.C.L.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.ifnew.renderImpl(Unknown Source)
at com.fs.starfarer.title.C.oo0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.ifnew.renderImpl(Unknown Source)
at com.fs.starfarer.title.C.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.D.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.ifnew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.ifnew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.title.B.??0000(Unknown Source)
at com.fs.starfarer.OoOO.O?o000(Unknown Source)
at com.fs.super.A.?00000(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Wyvern

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #683 on: November 02, 2014, 01:44:25 PM »

Also, a crash when trying to add a hull mod to a capital ship in a mission:
Code
69176 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
 java.lang.NullPointerException
at data.hullmods.ms_civilianMods.getDescriptionParam(ms_civilianMods.java:43)
at com.fs.starfarer.loading.specs.while.new(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialog$o.<init>(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialog.ÖÒo000(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialog.<init>(Unknown Source)
at com.fs.starfarer.coreui.refit.C.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.i.super(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.B.Oôo000(Unknown Source)
at com.fs.A.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:744)
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Wyvern is 100% correct about the math.

MShadowy

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #684 on: November 02, 2014, 02:06:30 PM »

The first error seems to be trying to refer to an autogenerated variant, which is peculiar, but it has happened in the past; not sure it's so much an error in the much so much as a general Starsector bug, though.

The second error is kinda what; it seems to be failing to find the description for one of the new hullmods I put in to make the civilian ships... wait, I didn't include values for Capital ships, since I had no intention of making a (C) variant of the Mimir ever, but it likely still wants those values for the description.  That's probably what's causing the error.  Better fix it then.
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CopperCoyote

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #685 on: November 03, 2014, 01:01:05 PM »

Was the splinter intentionally nerfed? Or is that a side effect of the faster missile decay when they run out of fuel? I had splinters on both a lasher and a solidarity and neither one hit with more than 2 missiles (per salvo) when AI controlled. When i ran up and fired them point blank they'd all hit.

The behavior is they get kicked out rather slowly, and then they decay before they travel 600 SU (the range of the pulse laser and ACs). Only the middle one (or two if it was a large target) would fire swiftly enough to hit the enemy before decaying.

I think what's happening is the edge missiles don't see an enemy in front of them and they don't fire their engines. The fuel timer is really short too so they don't have enough time to turn and fire their engines if you've got a target selected.
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MShadowy

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #686 on: November 03, 2014, 01:54:50 PM »

Sounds like I might need to run some testing on that.  It's not an intentional result, and probably has occurred as a result of the missile balance changes; sorry I hadn't noticed it in the midst of all the other missile related shenanigans.
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CopperCoyote

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #687 on: November 03, 2014, 10:01:26 PM »

Another question: does solidarity only come in (C)ivillian white now? I really like how the green and cyan looks on it. I've only found one solidarity so it's an awful sample size.
Though the (C) coloring goes nicely with the medium pulse laser now.
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frogbones

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #688 on: November 04, 2014, 06:14:35 AM »

Does the patch mess with this mod? I haven't tried yet. Doesn't look like it would, just wondering.
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Sabaton

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Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« Reply #689 on: November 04, 2014, 07:31:05 AM »

Another question: does solidarity only come in (C)ivillian white now?

 Yes, you can check in the codex.
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