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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 0.9rc1(10/20/19)  (Read 708556 times)

Garafetdin

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1425 on: February 09, 2020, 01:40:09 AM »

Great mod overall, but music is exceptional. It's fire! It's kind of uncomfortable to play with since every time combat with SRA starts, I have to wait for like 2 minutes before the track starts looping.
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Spess Mahren

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1426 on: February 14, 2020, 05:46:26 PM »

I have been playing with Boggled's stations construction mod and found that I couldn't build the Shadowyards orbital station at the player built mining station's it adds so I asked the author if it was something in regards to his mod that was the cause and he got back to me and said that the Shadowyards mod forbids its special orbital station at any station market, either vanilla or the player built ones from his mod. I have looked at the code since it seems like a simple oversight to fix and I can't find what to look for.
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fastdino

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1427 on: February 15, 2020, 11:34:19 AM »

There is a bug that makes the nidhoggr lance deal 0 damage to targets with their armor stripped. Also, if you manage to hit the armor/hull of a ship while it has a shield on, it won't do any do any damage either.
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Vind

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1428 on: February 18, 2020, 12:57:09 PM »

Got non-repeatable crash then my fleet joinded combined shadowyards/dassault attack fleet vs damaged (3 modules left) persean league star fortress:
Cant reproduce because station 90% of the time already destroyed on arrival.

11680550 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: Zero length vector
java.lang.IllegalStateException: Zero length vector
        at org.lwjgl.util.vector.Vector.normalise(Vector.java:91)
        at data.shipsystems.scripts.MS_mimirSlideDrive.apply(MS_mimirSlideDrive.java:127)
        at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
        at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
        at com.fs.starfarer.combat.CombatState.traverse(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(Thread.java:748)

Im switched to java 8 because it gives SS on my PC almost +~30% FPS compared to bundled java 7 so this is most definitely my fault on using not supported version but still maybe some kind of bug present and can be fixed.

{"enabledMods": [
  "timid_admins",
  "blackrock_driveyards",
  "Boggled Terraforming",
  "CombatAnalytics",
  "chatter",
  "istl_dam",
  "diableavionics",
  "junk_pirates_release",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "Neutrino",
  "nexerelin",
  "sun_ruthless_sector",
  "sad",
  "SCY",
  "shadow_ships",
  "speedUp",
  "sun_starship_legends",
  "Boggled Station Construction",
  "Sylphon_RnD",
  "tahlan",
  "US",
  "URW",
  "vayrasector",
  "vayrashippack",
  "toggleWeapons",

PS This is java 8 related so i guess this is my own fault. With java provided by the game dont crash on joining shadowyard battles with mimir present.
« Last Edit: February 19, 2020, 10:43:44 PM by Vind »
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Garafetdin

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1429 on: March 08, 2020, 05:23:01 AM »

It seems that you have abandoned the mod all together, but if by some miracle you will see this, the guy a few posts above me is 100% correct, nidhoggr lance does 0 damage to the target once the armor is stripped, please fix and make one of the more interesting ships of your mod playable again.
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1430 on: March 10, 2020, 02:00:14 PM »

It's not exactly abandoned but it is very difficult for me to find time to work on it lately. I'll try and slip some work in when I can, but right now commissions and patreon stuff are definitely taking priority.
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Harmful Mechanic

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1431 on: March 10, 2020, 06:09:15 PM »

Yeah, people have lives, testing time is a precious resource, and hounding people doesn't make things happen any faster (although money might; if you have to compete for attention with what puts food on the table, the best way is to open your wallet.)
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Garafetdin

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1432 on: March 19, 2020, 02:23:36 PM »

<Removed by Moderators - A Warning under the new rules has been issued>

On a serious note, if things are working well for you (as in you are not short on commissions and your private life is full of things that are more interesting than bugfixing), you are probably not gonna fix nidhoggr (which is, again, a really cool weapon and I want it in my mouth), and i'm kinga short on donation money right now since I'm being kicked out of the university for academic failure (not without a thanks to this game and this mod in particular) and will soon be recruited in the army. Well, now that I know that you at least read this thread, I have a hope that by the time I serve my duty the bug will be fixed.
« Last Edit: March 19, 2020, 07:10:26 PM by Thaago »
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Deageon

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1433 on: March 19, 2020, 09:13:09 PM »

yo what's the name of the music for shadowyards / is there a full version of the friendly variant? It's so good
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1434 on: March 20, 2020, 01:27:03 PM »

I'm afraid it's just a short loop; Cycerin kindly provided it speciifcally for the mod (though I also use it as a ringtone.)
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joppe_k

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1435 on: March 23, 2020, 05:39:31 AM »

Just wanted to drop in to say that Shadowyards is in one of my favorite mods for Starsector. As an example, it just recently occurred to me, watching one of Nemos streams, how good the Shadowyard starbases actually look. They are a thing of beauty for sure! As far as I remember you were also the first modder to add a faction specific starbase to the game. Additionally, I really enjoy the generous amount of skins/variants that exist for pirates and People's Republic. They look great and add much needed flavor to my piratey playthroughs.

As far as I'm concerned you can take as much of a hiatus as you want to to work on other things. In the mean time, just know that there are many of us quietly (or in this case, not-so-quietly) appreciating your work.  :)
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Vitya_Pinguinus

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1436 on: April 12, 2020, 02:42:53 PM »

My god, music in this mod is FTL quality
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