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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 1115409 times)

Ryers

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #1005 on: April 27, 2017, 12:36:06 AM »

dude! change the description to say shaderlib REQUIRED!!!! ... plz ;3
 
*ignore this bit*

hey guys, does anyone know why shadowyards may not launch?

lazy lib 2.2
shadowyards 0.6.0.7
starsector 0.8a

the error is index 0, sise: 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)


*i think this is the bit*

thanks!
« Last Edit: April 27, 2017, 12:57:10 AM by Ryers »
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DanJSC

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #1006 on: April 27, 2017, 03:37:55 AM »

The Infinite range and what looks like additional 1.1x speed is pretty hilarious, like vulcan fire from talons going forever. Though, it's fun to test fighters in sniping roles with the bugged range, the Skinwalker seems to be the the most accurate sniper so far, that and the new Xyphos wing's never ending beam.
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #1007 on: April 27, 2017, 06:16:32 AM »

dude! change the description to say shaderlib REQUIRED!!!! ... plz ;3


The problem is, is that its supposed to be optional, but your bug indicates that its not catching properly and is just crashing instead.  I'll change it to required in the main op. =/
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Calippo

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #1008 on: April 27, 2017, 08:03:18 AM »

So I downloaded this mod (as long with the other optional and recommended mods for it to work), and both Anar and Gigas are not on the map. I can use the command console to to add the hulls to my fleet, but that seems too cheaty and I was hoping to actually see the new faction. Are more mods needed to actually add in new locations?
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Techhead

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« Reply #1009 on: April 27, 2017, 09:33:30 AM »

Increased Potnia's MarcCom hullmod effectiveness to give a 33% strength increase to Marines in boarding actions (from 20%)

Interesting changelog entry, I think.
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1010 on: April 27, 2017, 10:49:11 AM »

Alright, blindingly stupid error with the Sargasso fixed; I also took the time to add a new system, Yajna.


0.6.0.7.1 Changelog

Spoiler
  • Fixed a stupid coding decision with the Sargasso's SWACs system that made it stupidly and unintentionally overpowered
  • Decided I didn't like Anar and Gigas' positions in hyperspace and have decompressed them some
    • Anar is now at -9000, 3400
    • Gigas is now at -6500, -1550
  • A new star system, Yajna, has been added
    • Yajna is shared (somewhat uneasily) between the SRA and the Persean league, both quietly contesting over a valuable, nominally independent world
    • Located at -3600, -200
[close]

Sorry bout the trouble.

Interesting changelog entry, I think.

It's kind of a holdover at this point; I'll consider changing it later I guess.
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Immahnoob

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1011 on: April 27, 2017, 11:26:54 AM »

Hey, how much do you think would take you to make a version with darker colors?
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Kanil

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1012 on: April 27, 2017, 11:55:59 AM »

Thank you for the update. Moving the systems around was a good choice.
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1013 on: April 27, 2017, 12:13:00 PM »

Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
[close]
« Last Edit: April 27, 2017, 12:17:20 PM by MShadowy »
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SainnQ

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1014 on: April 27, 2017, 12:29:34 PM »

Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
[close]


Thats *** sexy.
Please do.
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Wyvern

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1015 on: April 27, 2017, 12:32:41 PM »

Ooh, SRA black-ops variants?  Shiny!*  Hm, what sort of stat modifiers would I use for a black-ops hull variant?  ...Probably simplest to go with something basic like built-in insulated engines, unstable injector, and ITU.  Probably also with some reduction in available ordnance points, though likely not by the full cost of that set of mods.

* Edit: Or, well, technically the literal opposite of shiny.  Um.  You know what I meant.
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Wyvern is 100% correct about the math.

Immahnoob

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1016 on: April 27, 2017, 12:59:45 PM »

Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
[close]
Those look fine. I like the style of your ships, but the color kind of doesn't blend with the setting and the vanilla, that's why I was asking if you could work on something darker or if you are working on anything of the sort.

If I may suggest something though. Vanilla tends to make their ships more grimy/dirty, if you'd add that in, it would be great.
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cjuicy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1017 on: April 27, 2017, 01:38:53 PM »

Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
[close]
Those look fine. I like the style of your ships, but the color kind of doesn't blend with the setting and the vanilla, that's why I was asking if you could work on something darker or if you are working on anything of the sort.

If I may suggest something though. Vanilla tends to make their ships more grimy/dirty, if you'd add that in, it would be great.
Keep in mind that many ships in vanilla are quite old. Most ships cruiser and up are almost impossible to build without the domain's massive tech level.
Some may be hack job, others salvaged on tech raids, most are just maintained and overhauled when needed.
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DanJSC

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1018 on: April 27, 2017, 02:04:49 PM »

Putting the shadow, in Shadowyards.
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Immahnoob

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1019 on: April 27, 2017, 02:12:55 PM »

Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
[close]
Those look fine. I like the style of your ships, but the color kind of doesn't blend with the setting and the vanilla, that's why I was asking if you could work on something darker or if you are working on anything of the sort.

If I may suggest something though. Vanilla tends to make their ships more grimy/dirty, if you'd add that in, it would be great.
Keep in mind that many ships in vanilla are quite old. Most ships cruiser and up are almost impossible to build without the domain's massive tech level.
Some may be hack job, others salvaged on tech raids, most are just maintained and overhauled when needed.
That's exactly my point mostly. It's kind of odd that any faction, old and even new, would be able to look fine after something like the Collapse happened and them no longer having access to certain technologies. Which is why most of the times, modded factions tend to be kind of immersion breaking.

I never thought I'd say that though, there's a first for everything.
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