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Author Topic: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c  (Read 353538 times)
JohnDoe
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« Reply #990 on: March 18, 2017, 06:34:14 AM »

with 0.8 around the corner

I'm going to hold you to that.
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Schwartz
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« Reply #991 on: March 18, 2017, 06:42:04 AM »

True, but if you consider Xyphos the high-end of the spectrum for interceptors and heavy fighters and the Skinwalker is now twice as good for the same cost, it's not hard to imagine that even after the new version it's going to be twice as good. Anyway, just something to look at I suppose..
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Sy
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« Reply #992 on: March 18, 2017, 10:43:11 AM »

I'm going to hold you to that.
i didn't specify which corner. Tongue


True, but if you consider Xyphos the high-end of the spectrum for interceptors and heavy fighters and the Skinwalker is now twice as good for the same cost, it's not hard to imagine that even after the new version it's going to be twice as good. Anyway, just something to look at I suppose..
ALL fighter balance will need to be looked at though. not every wing will need big changes, but most probably will, and every wing will at least need to be compared to the new vanilla balance to see what needs to be changed (and Xyphos in particular is getting revamped entirely).

i'm not disagreeing with your assessment though, just saying that spending time on mod fighter balance now is probably gonna be mostly wasted.
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MShadowy
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« Reply #993 on: April 26, 2017, 04:39:42 PM »

Shadowyards version 6.0.7 is ready for release!  This is mostly just a compatibility update combined with my previous efforts, but there's some new stuff too.


Also I moved from Dropbox to Github because of some stupidity with file viewing permissions.

0.6.0.7 Changelog:
  • Adjusted Scatter CEPC flux costs to 1100 per volley (from 900/volley)
    • Also fixed a mistake with the flux cost which was causing the flux generated per volley to be a couple orders of magnitude lower than it should be, oops
    • Gave it more of a shotgun like effect to help bring up the polish level a wee bit
  • Booster jets system changed to make it a punchier short duration thruster
  • The Inanna has had it's layout adjusted to resolve a consistent problem resulting from it's broadside layout, and should now broadside much more effectively.
    • Additionally, the Inanna's flux cap has been reduced to 2500 (from 3000) and it's dissipation rate to 250 (from 300) in order to somewhat offset this increase in effectiveness
  • The Scylla's Supply cost/month has increased to 35 (from 30)
  • The speed boost SRA phase ships gain while phased now varies based on hull size
    • Previously a flat 90; the boost is now 60 for frigates and fighters, 50 for destroyers, 40 for cruisers and 30 for capital ships
  • Added the Delicate Machinery hullmod to the Shamash and Scylla
  • Increased Potnia's MarcCom hullmod effectiveness to give a 33% strength increase to Marines in boarding actions (from 20%)
  • Changes to the Charybdis
    • Added the CARRIER, COMBAT tag
    • Mildly reduced mobility: Max Speed reduced to 65 (from 70), Turn Rate to 35 (from 40), and Turn Acceleration to 35 (from 45)
    • Thetis Drones system removed and replaced with Booster Jets
  • Changes to the Sargasso
    • Sprite updated to make it look generally better
    • Ship system updated and streamlined alongside the fighter updates
  • Changes to the Ashnan
    • The Ashnan's drone system has been removed; the ship now comes with a built in wing of 3 "loader" type utility and mining drones
    • The Ashnan now has the Booster Jets system
  • Changes to the Mimir's Lock Drive system
    • Removed the ability to vent during use from the Mimir's Lock Drive system
    • Rewrote parts of the Lock Drive AI handling collision evaluation, which should result in the AI being less crash happy
  • Changes to the Belet-Seri's TAG System
    • TAG range increased to 1000 (from 800)
    • Duration increased to 20 seconds and damage taken increased by 1.5* (from 10 seconds, 1.25 *)
    • Cooldown decreased to 20 seconds (from 25)
  • Carriers flight decks adjusted for 0.8a
  • Fighters retooled and balance adjusted for 0.8a
    • Neriad's Shrike ASM replaced with a Blackcap Launcher
    • Health, Armor and Flux stats generally reduced
  • The SRA now fields the QME-2200 Wraith Drone Fighter
    • Fast, cheap, swiftly replaced craft equipped with a moderate damage/high impact beam weapon and a miniflak
    • 0 OP to fit
    • 6 fighters per wing; bulk up on these (They still lose to Talons)
  • Adjusted Hue and details of SRA craft to bring them in line with new visual standards
  • Added Vectored Thrusters to the Charybdis, Enlil, Mimir, Potnia/Potnia-Bis and Southpaw
  • Returned Cyan/Teal utility hulls to SRA sprite pool
  • Added weapon covers
  • Buffed Blackcap Missiles
    • Missile damage increased to 300 and turn rate to 75 (from 150 and 60, respectively)
    • Added a relatively simple target leading AI that should make the missile more effective against fighters
  • Barrago Changes
    • Adjusted base stage damage of the Barrago accurately reflect the damage of the final stage
    • Made a number of fixes to the Barrago AI that should improve it's accuracy
  • Fixed an issue with Splinter Rockets sometimes failing to accelerate on launch
  • Greatly increased the amount of Cloned Organs produced by the Medcenter condition
  • Fixed a compatibility problem with the Knights Templar mod which would lead to a crash
  • Changed Skinwalker and Bit Drone Particle Guns to Projectiles from Beams
    • Bit Drone Guns DPS remains 50, F/S remains 25
    • Skinwalker Particle Gun to 117 DPS, 75 F/S (from 111, 67)
  • Gigas moved to -3700, 100
  • Anar moved to -4500, 1500
  • Implemented improvements to the Random mission generator to more closely match campaign fleet generation, and fixed a bug that was including the deprecated Knights of Ludd faction in the factions lists.
  • Resolved shot trajectory issue plaguing the Nidhoggr lance by converting the shot to BALLISTIC (was formerly BALLISTIC_AS_BEAM)
  • Improved behavior of the TAG System AI (thanks Tongo!)

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MShadowy
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« Reply #994 on: April 26, 2017, 04:56:01 PM »

Anyone who's downloaded this already may want to give it another go, a dumb oversight snuck in that'll lead to a crash but got it fixed real quick.
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peperoni_playboy
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« Reply #995 on: April 26, 2017, 05:03:51 PM »

I was just about to post about that, thanks for fixing it up quickly.
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SainnQ
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« Reply #996 on: April 26, 2017, 05:22:06 PM »

I believe I downloaded the "Fixed" build, but I'm still getting a Fatal:0 Index:0, Size 0 error.
Log error below.

31261 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)


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MShadowy
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« Reply #997 on: April 26, 2017, 05:51:49 PM »

Hmm, are you running Java 7 and, if so, is GraphicsLib installed?
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SainnQ
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« Reply #998 on: April 26, 2017, 06:05:30 PM »

Hmm, are you running Java 7 and, if so, is GraphicsLib installed?

Disregard everything.

I hadn't realized there was a RC19 of the 0.8a Build, Everything works now.

Sorry for the false alert.
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Absolutecero
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« Reply #999 on: April 26, 2017, 07:31:11 PM »

Yo the flux cost for the space shotgun is unreasonable 4400 flux per shot causes any ship with it to overload  or almost overload after 3 to 4 shots max. The murti beam causes much more damage for way less the cost.
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Toxcity
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« Reply #1000 on: April 26, 2017, 07:35:39 PM »

Nice to see this updated! There are some fighter variants in the simulation. They don't break anything, just thought you should know.
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Nanao-kun
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« Reply #1001 on: April 26, 2017, 08:43:57 PM »

I've also got an error, but this might be because I'm using the build Alex posted in the 0.8a patch notes thread to fix a couple of minor flickers I'd also experienced every so often.

Code:
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
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SainnQ
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« Reply #1002 on: April 26, 2017, 09:23:10 PM »

I've also got an error, but this might be because I'm using the build Alex posted in the 0.8a patch notes thread to fix a couple of minor flickers I'd also experienced every so often.

Code:
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)

Go back to the Release Page and download and install the game again. Your on an old Release Candidate like I was I'd wager.
We're up to RC19
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Nanao-kun
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« Reply #1003 on: April 26, 2017, 09:41:29 PM »

Go back to the Release Page and download and install the game again. Your on an old Release Candidate like I was I'd wager.
We're up to RC19

Or rather mine is too new, being RC19-mod1 aka flicker fix.
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SainnQ
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« Reply #1004 on: April 26, 2017, 10:24:09 PM »

Go back to the Release Page and download and install the game again. Your on an old Release Candidate like I was I'd wager.
We're up to RC19

Or rather mine is too new, being RC19-mod1 aka flicker fix.

Make sure you've got GraphicsLib installed along with LazyLib also

I was on an old Release candidate in addition to needing one the mentioned Libs before that error in particular took a hike.
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