Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Poll

Next feature?

More missions.
- 5 (9.1%)
A new system.
- 12 (21.8%)
More ships.
- 38 (69.1%)

Total Members Voted: 55


Pages: 1 ... 15 16 [17] 18 19 ... 23

Author Topic: [0.7a] Citadel v0.8.3  (Read 263038 times)

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile

Just wanted to point it out that download link in the post #239 (one with announcement of 0.8.3 release) actually leads to 0.8.1, while download link in start post leads to similarly outdated 0.8.2  ???
Logged

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile

Just wanted to point it out that download link in the post #239 (one with announcement of 0.8.3 release) actually leads to 0.8.1, while download link in start post leads to similarly outdated 0.8.2  ???

... Huh, wow. That's pretty lame of me :p

Updating the links now, apologies! I hope version checker saved a lot of people from downloading the wrong one.
Logged

Draba

  • Admiral
  • *****
  • Posts: 732
    • View Profile

I've recently tried your mod the first time, I think my all time favorite SS weapon will be the zeus, awesome sound/visuals :)

A minor caveat in case you didn't notice: the massive emp damage makes it close to useless on AI ships (they'll almost never at shields to raise hard flux, only on exposed armor/hull).
I sticked 1 on 3 sunders and watched them for an entire 500k bounty battle with multiple capitals, they got less than 10 total shots off. My guess would be this is only the case when
damage type is not kinetic and EMP damage>normal damage. I've changed it to 7500 flux, 3500 energy, and 3500 emp/shot at 6 a minute, works like a charm.
Logged

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile

I've recently tried your mod the first time, I think my all time favorite SS weapon will be the zeus, awesome sound/visuals :)

A minor caveat in case you didn't notice: the massive emp damage makes it close to useless on AI ships (they'll almost never at shields to raise hard flux, only on exposed armor/hull).
I sticked 1 on 3 sunders and watched them for an entire 500k bounty battle with multiple capitals, they got less than 10 total shots off. My guess would be this is only the case when
damage type is not kinetic and EMP damage>normal damage. I've changed it to 7500 flux, 3500 energy, and 3500 emp/shot at 6 a minute, works like a charm.

Thank you! I love to see that make people happy :)

And this is quite interesting feedback... Hah, kudos for catching that distinction in weapon damage types. Seems like a change is in order. :D

Speaking of change... have a indev changelog! (It's a little short, but school and other such things are keeping me quite busy)

Spoiler
-Revamped fighter balance and weapons
-Updated all fighter art
-Updated nearly all texts to conform better to Starsector's own writing style.
-Updated Meteor SRM art
-Playing with Plasma Blaster balance, should fire with more accuracy at the cost of some damage.
-Improved Rondure Sprite
-Buffed shields of Driver: (0.9 -> 0.6 flux per damage) (Dubious)
         Torus: (0.9 -> 0.6 flux per damage)   (Less dubious)
-Buffed flux cap of Nova: (12000 -> 13000)
          Adumbral: (9000 -> 11000)
-Nerfed weapons: Concussion Beam: Less damage (1/2), less charges (10 -> 3)
[close]
Logged

Garmine

  • Lieutenant
  • **
  • Posts: 97
  • We're The Borg. Every resistance is futile.
    • View Profile

Hi!

The mod does not work on Linux (or on anything using a case-sensitive file system) by default due to the usual upper/lowercase problem. :)

Problematic file(s) + referenced in code:

./Citadel/data/missions/cocktailparty/cocktails.PNG
data/missions/cocktailparty/cocktails.png

./Citadel/graphics/defenders/portraits/cit_port_1.png
graphics/defenders/portraits/cit_port_1.PNG

./Citadel/graphics/defenders/portraits/cit_port_2.png
graphics/defenders/portraits/cit_port_2.PNG

As always, renaming the files work.

Regards,
Garmine

p.s.:
Ugh, I found more:

./Citadel/data/missions/matterofhonor/personal.PNG
data/missions/matterofhonor/personal.png

./Citadel/data/missions/fox_testbattle/biggy.PNG
data/missions/fox_testbattle/biggy.png

./Citadel/data/missions/fox_testbattle2/biggy2.PNG
data/missions/fox_testbattle2/biggy2.png

Also renamed but did not test:
./internet_troll/forum_idiot_preview.PNG -> .png

This is going painfully slow, it would be nice if Alex implemented some warning mechanism for nonperfect matches on case insensitive filesystems (khmmm windows).
« Last Edit: November 10, 2015, 04:25:25 AM by Garmine »
Logged
I went outside one day, the graphics were amazing, but the gameplay sucked...
Prepare yourselves for miscapitalization errors! *evil laugh*

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile

Hi!

The mod does not work on Linux (or on anything using a case-sensitive file system) by default due to the usual upper/lowercase problem. :)

Problematic file(s) + referenced in code:

[...]


This is going painfully slow, it would be nice if Alex implemented some warning mechanism for nonperfect matches on case insensitive filesystems (khmmm windows).

My apologies, it makes it hard to test for these things without a Linux playtester. I think most of those are fixed in the dev version, but I thank you regardlessly! Bleh, there is something to be said about sloppy work here.
Logged

Garmine

  • Lieutenant
  • **
  • Posts: 97
  • We're The Borg. Every resistance is futile.
    • View Profile

My apologies, it makes it hard to test for these things without a Linux playtester. I think most of those are fixed in the dev version, but I thank you regardlessly! Bleh, there is something to be said about sloppy work here.

No problems, it's even in my signature. :D I wonder if there's anyone else playing on Linux except for me.

Slightly off, but how would you propose a (modding) feature to Alex? I haven't done such a thing yet and would like to write a demo code for detecting miscapitalization - which then could officially be used to pop up an error showing the mismatch even on NTFS. I think a Java File would return the name case sensitively as NTFS in real is case sensitve, it's Windows what ignores the capitalization. Try saving the same file with lower and upper case extensions from a Linux and read/delete it from a Windows hahaha.

P.s.: actually it was slow because I tested every mod at the same time - 1.1 GBs of texture data according to StarSector. It really takes a long time to load and load and load... :D IIRC 4 of the mods had this style of issue and I also encountered a weird Java 8 compilation bug.
« Last Edit: November 11, 2015, 07:11:05 AM by Garmine »
Logged
I went outside one day, the graphics were amazing, but the gameplay sucked...
Prepare yourselves for miscapitalization errors! *evil laugh*

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile

My apologies, it makes it hard to test for these things without a Linux playtester. I think most of those are fixed in the dev version, but I thank you regardlessly! Bleh, there is something to be said about sloppy work here.

No problems, it's even in my signature. :D I wonder if there's anyone else playing on Linux except for me.

Slightly off, but how would you propose a (modding) feature to Alex? I haven't done such a thing yet and would like to write a demo code for detecting miscapitalization - which then could officially be used to pop up an error showing the mismatch even on NTFS. I think a Java File would return the name case sensitively as NTFS in real is case sensitve, it's Windows what ignores the capitalization. Try saving the same file with lower and upper case extensions from a Linux and read/delete it from a Windows hahaha.

P.s.: actually it was slow because I tested every mod at the same time - 1.1 GBs of texture data according to StarSector. It really takes a long time to load and load and load... :D IIRC 4 of the mods had this style of issue and I also encountered a weird Java 8 compilation bug.

Heh, alright then! Sorry it didn't work out, otherwise yeah, I'm sure you'd have created a pretty invaluable tool. Guess the only solution to this is preciseness!
Logged

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile
Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
« Reply #248 on: November 24, 2015, 03:33:08 PM »

The Nova was born for Safety Overrides

Alright, a new dev version just to tide anyone hungry for a quick release. A little unpolished, not finished, but it's there!

<click the flag to download dev version>

Changelog
Spoiler
Code
-UPDATED for 0.7a (WIP)
-Fixed some of those damn Linux errors. 'Bout time.
-Revamped fighter balance and weapons
-Updated all fighter art
-Updated nearly all texts to conform better to Starsector's own writing style.
-Updated Meteor SRM art
-Playing with Plasma Blaster balance, should fire with more accuracy at the cost of some damage.
-Improved Rondure Sprite
-Buffed shields of Driver: (0.9 -> 0.8 flux per damage)
   Torus: (0.9 -> 0.6 flux per damage)
   Tacit: (1.1 -> 0.9 flux per damage)
-Buffed flux cap of Nova: (12000 -> 14000)
    Adumbral: (9000 -> 11000)
    Tacit: (5500 -> 6000)
Buffed armor of Tacit: (250 ->600)
Buffed dissipation of Tacit: (350 -> 400)
      Nova: (500 -> 600)
Nerfed disspation of Driver: (600 > 550)
Buffed speed of Tacit: (60 -> 80)
Buffed ordnance points of Tacit: (90 -> 110)
-Nerfed weapons: Concussion Beam: Less damage (1/2), less charges (10 -> 3)
[close]
Logged

Maelstrom

  • Captain
  • ****
  • Posts: 302
    • View Profile
Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
« Reply #249 on: November 24, 2015, 06:03:58 PM »

:D does it add any system to the vanilla sector tho? Would be really cool!
Logged

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile
Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
« Reply #250 on: November 24, 2015, 06:21:54 PM »

Indeed it does. Or should. Citadel, located somewhere to the upper left of the hyperspace map.
Logged

Blaze

  • Commander
  • ***
  • Posts: 219
    • View Profile
Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
« Reply #251 on: November 24, 2015, 08:11:16 PM »

Aww yis, I can't wait to see how broken I can make my Sunder.

Maximum Overprops.
Logged

SpaceRiceBowl

  • Commander
  • ***
  • Posts: 188
    • View Profile
Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
« Reply #252 on: November 25, 2015, 09:00:51 AM »

Huh, did you nerf some of the citadel weapons? They seem to have far less punch then usual.
Logged
I really don't know what I'm doing...

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
« Reply #253 on: November 25, 2015, 10:33:26 AM »

The Citadel ships are also very slow, since their burn speeds are still 0.65.2a
Logged

Plasmatic

  • Admiral
  • *****
  • Posts: 500
  • Curious no?
    • View Profile
Re: [0.7a] Citadel v0.8.3 - Credit Where It Is Due (Dev only) [6/7/2015]
« Reply #254 on: November 25, 2015, 11:35:50 PM »

I get this error in the log when I try to start a new game with Citadel:

59265 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
   at data.scripts.world.citadel.Citadel.generate(Citadel.java:40)
   at data.scripts.world.citadel.DefendersGen.generate(DefendersGen.java:17)
   at data.scripts.CITModPlugin.initCIT(CITModPlugin.java:22)
   at data.scripts.CITModPlugin.onNewGame(CITModPlugin.java:72)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.h.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Not sure if it's something I'm doing or if it's an actual bug.

only other mods I have installed are lazylib, shaderlib, common radar, and upgraded rotary weapons.

Other than that I replaced Java with 64-bit and increased memory allocation.
Logged
"Better to remain silent and be thought a fool than to speak out and remove all doubt"
- Maurice Switzer
Pages: 1 ... 15 16 [17] 18 19 ... 23