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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)  (Read 725833 times)

Kanil

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1335 on: May 17, 2019, 07:15:50 PM »

The SRA industries (and the vanilla Heavy Industry/Orbital Works) are currently not tagged as industries and don't count towards the industry limit.

On the typo front, I currently have a "yardie Commission", and the description for the Anu has "Enil" rather than "Enlil".

Thank you for the update.
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
« Reply #1336 on: May 18, 2019, 06:31:58 PM »

Oh geeze, that's kind of a major oversight; okay time to look into that and see what needs fixin'.
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1337 on: May 19, 2019, 02:20:22 PM »

Okay quick fix and some balance changes.


0.8.7rc2 Changelog

Spoiler
  • Fixed the tags for SRA industries so they now work properly with the updated colony mechanics
  • Further changes to the Vulgar
    • Weapon changed to a single shot mining blaster
    • Ships increased to 3 per wing
    • Some minor adjustments to attack run range
    • Formation changed to Claw
  • The Upelluri now has a short description, and has had the Targetting Supercomputer hullmod added
[close]
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Shuka

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1338 on: May 19, 2019, 05:39:49 PM »

Thanks for update sir
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default

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1339 on: June 06, 2019, 11:28:56 AM »

I have a bit of a minor issue with the way this mod is with one of the IBB missions from the ship/weapon pack. Specifically the Odin class. I went on a whole rant of sorts about it in that thread, but I was told to post it here instead. Basically though, the Odin class is deceitful with how good it is when you fight it as compared to when you actually get it. One of the bigger issues I had with it is that the Odin had a Hurricane MIRV launcher on it when I was fighting it, and the autofit loadout was showing a Hurricane MIRV launcher, but it only has 2 medium missile spots. And the OP the ship has when you get it is 319 with the skill for +10% OP. However, to fit everything it had on it when you fight it, you would need 435 OP.
That aside, I do like the mod. It's nice to have another faction running around with different ships. Except I personally find some of the tunes associated with them a bit odd. Not out of place though.
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Hrothgar

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1340 on: June 17, 2019, 02:04:32 AM »

BTW what is a Red Guard? I saw some ships of this hullmod type, but they are few and i cant find information about them in mods description. i saw someone said that they're from Shadowyards.
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Kwbr

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1341 on: June 17, 2019, 03:01:59 AM »

Red Guard are from Vayra's Sector I believe.
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Hrothgar

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1342 on: June 17, 2019, 06:13:27 AM »

Well it is possible that Vayra Sector add them to Shadowyards, so it confused me.
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Morathar

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1343 on: June 17, 2019, 08:24:19 AM »

The Red Guard are variants of ships used by the "Persean Democratic People's Revolutionary Council" (a.k.a "communist_clouds") faction in the Kadur Remnant/Vayra's Sector mod. Basically, they are repainted versions of vanilla ships like the Hammerhead, Lasher, etc used only by that faction. Those ship variants are included in the Vayra's Sector mod.

However, in a collaborative effort, several of the Shadowyard ships were also given new skins for use with that "Revolutionary Council" faction in the Vayra's Sector mod. Those special repainted versions of the Clade, Enlil, etc. can be identified with the (RC) appended to their hull name (Clade (RC), Enlil (RC), etc.) - similar to how you can find pirate versions of some of those ships like the Clade (P). All of these special Shadowyard ship skins are included in the Shadowyards mod.

In other words, both mods contain Red Guard/Revolutionary Council ships...
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crowman

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1344 on: August 15, 2019, 09:10:22 AM »

Newfrog here. I've got Nexerelin, Varya's Sector, Starship legends and Dassault Engineering installed so I'm wondering if updating this mod will *** my save up.

Edit: Also, my "markets" can't export Cloned Organs from the Medical Bay for some reason. Hell, I don't even know if that's related to this mod, so sorry if it isn't,
« Last Edit: August 15, 2019, 09:13:28 AM by crowman »
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Hrothgar

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1345 on: August 19, 2019, 03:04:25 AM »

Every mod which is not a cosmetic will crash earlier saves. Ships, faction, some major scripts etc, will break saves.

There is save transfer which mayby will make your save compatible , but it's i think 50/50. If i do major update of for example, 10 mods, i always make new game , as there is chance something will be broken anyway.
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TimeDiver

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1346 on: August 19, 2019, 11:13:53 AM »

Every mod which is not a cosmetic will crash earlier saves. Ships, faction, some major scripts etc, will break saves.

There is save transfer which mayby will make your save compatible , but it's i think 50/50. If i do major update of for example, 10 mods, i always make new game , as there is chance something will be broken anyway.
The Save Transfer mod is deader than disco (obligatory meme reply).

Serious reply: Its author has no intention of further updating it, as colonies haved changed too much to transfer to newer saves.
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Shuhei

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1347 on: August 21, 2019, 03:29:28 PM »

Mission: Stricken has a typo in description. "the Hegmony commander orders..."
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ArnaudB

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1348 on: August 31, 2019, 05:11:34 AM »

The game instantly crash the moment I try to save with this mod activated. I have Nexerelin and a number of others mods, but I can't find the problem. The log isn't helpful, it just state saving start then nothing.

Does somebody has any idea?

Edit: there is the log

Code
148651 [Thread-4] INFO  ruthless_sector.CampaignScript  - Reload Penalty: 0.0
148819 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for sindrian_diktat considering options
148819 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking war for faction Sindrian Diktat
148819 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Relationship required for war: SUSPICIOUS
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. tritachyon: 0.42995167, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. hegemony: -0.57971025, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. Coalition: -2.3719807, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. neutrinocorp: -4.811594, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. blackrock_driveyards: -6.792754, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. HMI: -14.368492, true
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. luddic_church: -15.415459, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. persean: -16.657005, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. luddic_path: -17.992754, true
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. pirates: -22.811594, true
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. shadow_industry: -27.34541, false
148855 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Dargor to Airin
149335 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Persean League
153330 [Thread-4] INFO  exerelin.plugins.ExerelinModPlugin  - Before game save
153330 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_BurtChicomoztoc_3515241002715551910...
153331 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 1
153332 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 2
153332 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 3
153601 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0

It just tampers off with nothing afterward.
« Last Edit: August 31, 2019, 09:01:24 AM by ArnaudB »
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King Alfonzo

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1349 on: August 31, 2019, 09:19:27 PM »

Unfortunately this problem occurs when you don't have enough RAM or GPU to actually save the file. I had this problem a lot, and it was resolved by adding more RAM and getting a fresh graphics card. TO get around this issue you can either upgrade your computer, cut out any extra programs you're running in the background, or simply change the number of mods you're using, removing others to access this one.
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