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News: Starsector 0.8.1a is out!
 
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Author Topic: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2  (Read 332433 times)
MShadowy
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« Reply #1095 on: May 16, 2017, 11:54:43 AM »

I'll take a look at it--though as an aside, now that the Neriad no longer carries the Shrike it only does HE damage.

E: Three potential solutions occur; raise the Neriads OP cost as you suggested, reduce the DPS of the Neriads gun so it's less devastating or change the Damage type on the gun to Frag so it retains it's effectiveness in interception work but becomes significantly less viable for anti-ship work.
« Last Edit: May 16, 2017, 12:00:56 PM by MShadowy » Logged
MShadowy
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« Reply #1096 on: May 21, 2017, 06:55:50 AM »

Shadowyards 0.6.1.2 is now available!



0.6.1.2 Changelog

   
  • Forgot to add built-in hullmods to the Minos; this has also been fixed
    • Added Survey Equipment, Salvage Gantry and a "Science Ship" hullmod which is a combination of High Res Sensors scan boost and Civilian Grade Hulls detection problem
  • Reduced flak explosion variance on Storm Blaster to 0.33 (from 0.75)
  • Revised Shamash's built weapon
    • Damage increased to 400 (from 350), Windup removed, cooldown reduced to 0.2 (from 0.8 ); Ammo capacity of 3, reload size of 3, reloads in 8 seconds, range reduced to 500 (from 600)
    • Now functions kinda like an Energy Bomb, possessing a sizeable AOE damage effect; applies damage indiscriminately to targets within radius
    • Yes, you too
  • Adjusted the REIS script so that, for the Elysium, it matches aim to the Pandora Array; additionally further improvements have been made to the REIS AI to make it less dumb
  • Increased the Seski's armor to 150 (from 100), increased shield width to 90 (from 60)
  • Increased Southpaws shield width to 120 (from 90), and Potnias-bis' and Threshers shield width to 160 (from 120)
  • Increased Potnia-bis flux capacity to 6000 (from 4500), reduced maintenance to 8/mo (from 9/mo)
  • Changes to the Skadi
    • Top speed increased to 55 (from 45) and overall maneuverability improved just to give her an area she has an edge in
    • Ships central medium weapon mounts have been changed to MISSILE (from ENERGY)
    • Variants gone over and updated
  • The Neriads main gun has had it's damage type changed to FRAGMENTATION
    • Additionally it's been switched to a 10 round burst from full auto, and had it's damage increased to 40 (from 25) to partly offset the damage type change
  • Finally got around to updating sim opponents
  • Revised descriptions for the most dated SRA ships and equipment to remove outdated references and generally make things make better sense
  • Pandora Type sensors now apply a flat 50% sensor strength boost across all ship classes.
  • Partially went over missions
  • Finally figured out what was wrong with the version file and fixed it

Hope you all enjoy the mod.
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erikem
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« Reply #1097 on: May 21, 2017, 10:25:36 PM »

Hi. With latest mod update I get "Ship hull variant [ms_elysiumCiv_Hull] not found!" when I try to load a save, which used previous mod version.
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AxleMC131
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« Reply #1098 on: May 21, 2017, 10:55:06 PM »

Hi. With latest mod update I get "Ship hull variant [ms_elysiumCiv_Hull] not found!" when I try to load a save, which used previous mod version.

It probably means there's a variant for a ship that was removed for this latest version. Not sure what the easy fix is, beyond deleting the save. Depends on where the variant is being called from.
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Takion Kasukedo
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« Reply #1099 on: May 22, 2017, 01:07:37 AM »

Should usually be the data folder, search for the variant in the "sim_opponents.csv" if it's simulator related
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MShadowy
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« Reply #1100 on: May 22, 2017, 06:01:53 AM »

Hi. With latest mod update I get "Ship hull variant [ms_elysiumCiv_Hull] not found!" when I try to load a save, which used previous mod version.

That's curious if you were updating from the latest prior release. What version were you upgrading from, if I may ask?
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Ceebees
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« Reply #1101 on: May 22, 2017, 11:11:31 AM »

Have repeatedly killed my own Shamash with the phasegun already, 10/10 would accidentally selfdestruct again.
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Kwbr
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« Reply #1102 on: May 22, 2017, 12:11:11 PM »

I'm getting an error similar to the one Takion's getting except with the civ Seski
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MShadowy
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« Reply #1103 on: May 22, 2017, 01:15:55 PM »

Again, what version have you upgraded from? Starting with 0.6.1 the "Civ" variants all got renamed and basically no longer exist, which broke save compatibility.
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Kwbr
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« Reply #1104 on: May 22, 2017, 01:20:30 PM »

Oh my bad, I must've missed the 6.1 update.
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MShadowy
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« Reply #1105 on: May 22, 2017, 01:38:47 PM »

No worries, and sorry bout the trouble.
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erikem
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« Reply #1106 on: May 23, 2017, 08:42:11 AM »

That's curious if you were updating from the latest prior release. What version were you upgrading from, if I may ask?
Changelog mentions 0.6.0.7.1 as the topmost version.

Any option for me to continue my save with latest mod updates?
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MShadowy
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« Reply #1107 on: May 23, 2017, 11:31:46 AM »

Unfortunately save transfer hasn't been updated yet; you may have to wait until it's ready if you want to keep your current save going.  Alternatively you may opt to keep going with 0.6.7.1 until save transfer is ready or you've finished the playthrough.
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Bastion.Systems
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« Reply #1108 on: May 27, 2017, 05:18:15 AM »

There is a partially working version of save transfer posted in the mods thread, it transfers ships and skills but is funky with everything else.

I am not really a fan of the new SRA map colors, the bright blue is just confusing (looks a lot like Scy colors), as it does not appear in the SRA ship/station palette. Also I don't think it works well with the purple in the fleet border circle (+ the ratios are weird, 2 slices of blue in the back?).
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Krelian
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« Reply #1109 on: June 05, 2017, 02:20:54 PM »

Any estimated eta for 1.8.1? Sorry, but this mod is mandatory for me to begin a new campaign  Roll Eyes
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