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 ... 65 66 [67] 68 69 ... 107

Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115293 times)

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #990 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:
Spoiler
  • 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!)
[close]

Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #991 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.
Logged

peperoni_playboy

  • Lieutenant
  • **
  • Posts: 62
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #992 on: April 26, 2017, 05:03:51 PM »

I was just about to post about that, thanks for fixing it up quickly.
Logged

SainnQ

  • Commander
  • ***
  • Posts: 219
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #993 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.

Spoiler
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)
[close]


Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #994 on: April 26, 2017, 05:51:49 PM »

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

SainnQ

  • Commander
  • ***
  • Posts: 219
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #995 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.
Logged

Absolutecero

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #996 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.
Logged

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #997 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.
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #998 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)
Logged

SainnQ

  • Commander
  • ***
  • Posts: 219
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #999 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
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #1000 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.
Logged

SainnQ

  • Commander
  • ***
  • Posts: 219
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #1001 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.
Logged

hunters1

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #1002 on: April 26, 2017, 10:29:22 PM »

escort carrier with wraith drones with fighter control relay have infinite range absurd speed and flux capacity

edit: it might just be the crawler beam itself more then anything but it feels a bit odd
« Last Edit: April 26, 2017, 10:31:07 PM by hunters1 »
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #1003 on: April 26, 2017, 10:34:00 PM »

Yeah, just noticed that; I'll post a fix tomorrow.  Right now I need to sleep.
Logged

hunters1

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #1004 on: April 26, 2017, 10:42:08 PM »

dont worry take ur time im going to enjoy this as much as i can :D
Logged
Pages: 1 ... 65 66 [67] 68 69 ... 107