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Author Topic: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)  (Read 553870 times)

MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1290 on: January 09, 2019, 09:06:40 AM »

Okay, next release pushed; this should deal with the issues people have been reporting, as well as provide slightly better customized Nexerelin support.


0.8.1 Changelog

Spoiler
  • Added 4 custom starts
    • Play as the leader of a small salvage coop, a bold partisan fighter, a dashing pirate rogue or a down on your luck mercenary
  • Corrected the position of the Yajna Sensor Array
  • Updated the Charybdis' sprite to ease out some of the roughness and incorporate some new design ideas
  • Some adjustments to the economies of planets added by the mod
  • Fixed an oversight which was causing the T3 SRA Station to spawn without a Nidhoggr Lance
  • Fixed a crash issue with Solar Arrays
  • Solar Arrays now have a sanity check to prevent from being built in unsuitable systems
  • Added a flux monitor that displays the additional flux dissipation Harmonic Shield Conduits provides and rewrote the hullmod description to make it's function clearer
  • Fixed the math for the Phase Anchor Interface hullmod so it will now display the correct signature reduction
  • The Skolopendra has had the phasefield hullmod added
  • Nexerelin compatibility handled
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grinningsphinx

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1291 on: January 10, 2019, 03:02:09 AM »

what are the plus/minus from using heavy industry vs modular fabricators ?

Also, might want to update the light defence laser...the medium combat laser is superior and its base tech.
« Last Edit: January 10, 2019, 06:13:30 AM by grinningsphinx »
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1292 on: January 10, 2019, 06:18:30 AM »

Effectively the differences are that it demands an additional commodity--the High Capacity Storage the Solar Arrays provides--is about 25% cheaper to operate and has a slightly higher ship hull quality modifier, but produces 1 unit less in terms of commodities and gains half the benefit on an installed nanoforge. I'm considering changing up how they currently work, however, so the above is definitely subject to change.
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grinningsphinx

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1293 on: January 10, 2019, 12:06:07 PM »

Effectively the differences are that it demands an additional commodity--the High Capacity Storage the Solar Arrays provides--is about 25% cheaper to operate and has a slightly higher ship hull quality modifier, but produces 1 unit less in terms of commodities and gains half the benefit on an installed nanoforge. I'm considering changing up how they currently work, however, so the above is definitely subject to change.

it would be interesting if modular fabs could produce items that the colony was short on, with the downside that while the colony was short it would pull the production from the wares that it normally produces.  Or perhaps...since they are modular, you could somehow set the production focus of them via the current UI.
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Thyrork

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1294 on: January 14, 2019, 01:53:09 PM »

Strange, I can't seem to select the Shadowyard's to start with in Nexerelin's new game options. Did I do something wrong? I am running a number of mods, but I tried turning off most of the factions to be sure it wasn't too many and still nothing.
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1295 on: January 16, 2019, 07:03:58 AM »

That's pretty peculiar. I have it working on my end, so I'm not sure what's up with that.
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Thyrork

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1296 on: January 16, 2019, 03:40:37 PM »

Oh my gods, I had the earlier version.

 :-[

My apologies.

E: All fixed with the update. Sorry again!
« Last Edit: January 16, 2019, 03:45:40 PM by Thyrork »
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Shad

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1297 on: February 11, 2019, 02:10:06 PM »

Surpised noone linked this amazing feat of acrobatics from the tournament yet:



To go this time stamp to see it HD.
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Mr. Nobody

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On the left half of the Bell curve

Johnny The Wedge Guy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1299 on: February 12, 2019, 02:56:33 AM »

Surpised noone linked this amazing feat of acrobatics from the tournament yet:



To go this time stamp to see it HD.

O_O
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Wyvern

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
« Reply #1300 on: February 20, 2019, 11:47:29 AM »

I'm playing a campaign where I have just set up a colony and have several shadowyard blueprint packages but I cannot build a shadowyards station.
Can verify that the shadowyards station blueprint exists & works - it's not part of any of their packages, but is a separate blueprint; I was able to (without commission) purchase it from their military market once I had enough reputation.
So, I've recently been playing around with Nexerelin random sector generation - and in that context, I'm not seeing the shadowyards station blueprint show up at any of their military markets.
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Wyvern is 100% correct about the math.

MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1301 on: February 20, 2019, 05:08:53 PM »

Hmmm... I suppose I'll have to do a random sector check for Nex and spawn the blueprint in a random military market if one's availabe
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Surge

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1302 on: February 25, 2019, 01:34:10 PM »

Quote
java.lang.NullPointerException
   at data.campaign.econ.industries.MS_supersolar.isAvailableToBuild(MS_supersolar.java:160)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
Still getting a hard crash when I open the industries build menu on a planet colonized in a system without a star.
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pairedeciseaux

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1303 on: March 01, 2019, 02:27:06 PM »

In my current campaign I got a "SRA Exports Package".

I've got a very minor issue with this item: it's strange because it looks empty, I mean the blueprint package graphic is just black inside the generic icon. I'll share screenshots if you want. Since I was curious to learn how it works under the hood I looked into the mod folder and found the following.

Spoiler
This is version 0.8.1 of the mod.


In data/campaign/special_items.csv there are 4 entries (name,id,base_price):
  • "SRA Blueprint Package", sra_tech_package, 25000
  • "SRA Highgrade Blueprint Package", sra_hg_package, 30000
  • "SRA Auxiliary Blueprint Package", sra_aux_package, 15000
  • "SRA Exports Package", sra_exp_package, 3000


In data/config/settings.json there is:

"blueprint_packages":{
"sra_tech_package":"graphics/shi/icons/cargo/ms_tech_package_icon.png",
"sra_hg_package":"graphics/shi/icons/cargo/ms_hg_package_icon.png",
"sra_aux_package":"graphics/shi/icons/cargo/ms_aux_package_icon.png",
}



In graphics/shi/icons/cargo/ there is:
  • ms_aux_package_icon.png
  • ms_clonedOrgans.png
  • ms_hdbatteries.png
  • ms_hg_package_icon.png
  • ms_tech_package_icon.png


So we have an entry in special_items.csv, but no entry in the blueprint_packages section of settings.json, and no graphic.


Maybe the "SRA Exports Package" was enabled for testing purpose and not disabled before releasing the mod. And/or it simply was not finished - price difference seems high, and obviously no graphic.

Also, I suggest changing the name to "SRA Exports Blueprint Package" for consistency.  :)
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MShadowy

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Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« Reply #1304 on: March 03, 2019, 03:07:05 PM »

The package itself should be relatively final--at the very least I'm pretty sure the ships in the package should be part of it--but a number of the side details kinda got forgotten back in the release rush and I haven't managed to get around to fixing this issue yet. I'll double check to be sure, though.

E: Also, while we've already gone over it on the discord, I'm working on that crash, Surge.
« Last Edit: March 03, 2019, 03:16:40 PM by MShadowy »
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