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

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More missions.
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A new system.
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Author Topic: [0.7a] Citadel v0.8.3  (Read 263077 times)

Mudanzas Valencia

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #285 on: December 21, 2015, 01:07:16 PM »

Went ahead and uninstalled this until deployment supply costs are ungimped. Good luck mod merry xmas
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DinoZavarski

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #286 on: December 27, 2015, 03:19:57 AM »

Please do not overwrite the files. Delete and fresh install is what should counter most of these.

Ok, i finally figured it, you actually mean that i have to unpack Citadel%200.8.3b.zip over the previous release without deleting it. Still have to fix the typos manually, but at least can create new game after that.

Found another error however. The sounds "fox_ebarrage_up" and "fox_ebarrage_down" from data/weapons/fox_ebarrage.wpn are missing in data/config/sounds.json , so the gage crashes as soon as ebarrage weapon is encountered.
« Last Edit: December 27, 2015, 04:38:56 AM by DinoZavarski »
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Takion Kasukedo

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #287 on: January 04, 2016, 10:09:23 AM »

Hmm...

Is this still 0.7a or is it 0.7.1a now?

I'd like to know before I get to downloading.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Blaze

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #288 on: January 04, 2016, 11:20:05 AM »

It'll work, but the supply costs haven't been updated yet.
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Garmine

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #289 on: January 04, 2016, 01:57:26 PM »

And also no commission yet.
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Blaze

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #290 on: January 04, 2016, 03:46:26 PM »

It's funny, these can actually be fixed by us, supply costs by editing the shipdata file and commissions, by adding one line to the faction file.
Code
    "custom":{
        "offersCommissions":true,
    }
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Mudanzas Valencia

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #291 on: January 05, 2016, 03:12:30 PM »

Well if someone wants to do a stopgap fix to the excels to get this mod up to standard that would be nice but there's enough factions in SS+ as it is so i'll just wait until the little game breakers get sorted out before reinstalling
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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #292 on: January 05, 2016, 04:35:30 PM »

Yeah, if I wanted to spend an hour poking around and making basic edits to the files it sounds like I could get it running perfectly, but I'd rather play with the mods I have than estimating and then manually changing supply values for every ship by hand.  If someone (not me, sorry), would be willing to do the work for all of us and upload the new files, that'd be awesome.
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Blaze

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #293 on: January 05, 2016, 06:26:28 PM »

Download link available on request.

I gave it a shot. Just copy/paste the folders over the mod folder, unless you're running Mac, then you'll have to move the individual files yourself.

For the faction, they now offer commissions. Also, they were set to never get food shortages, I went ahead and changed that.

As for the ships, I basically compared the supply cost to similar ships found in vanilla and SSP+ and then multiplied by 1.5.

The Stable now has 200 cargo (Previously 150), to help carry all the extra supplies needed.

I also edited the mako.
Armor 350 -> 200 (Which is what a wolf has)
Flux Vent 500 -> 350 (Too low cuts into weapon use)
Max Flux 1500 -> 1350
Shield size 210 -> 180 (Between this and the armor cut, should be enough)
Removed ITU (Which does nothing on fighters), armored weapons, advanced turret gyros (it has ONE turret, and its a swarmer missile rack), and point defense AI (It already has a pair of mini-eflaks)

I made the proton and neutron a bit stronger, well sorta.

The proton loses its eflak, this makes the AI retreat as soon as it fires its single missile instead closing into range to shoot ships with its weak PD.
The neutron gets a second plasmathrower, and a bit more flux to fire it.

If you don't like the changes to the proton/neutron, you can simply delete the entries in the hulls folder before overwriting anything.
« Last Edit: January 06, 2016, 05:20:49 PM by Blaze »
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Adraius

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #294 on: January 05, 2016, 08:35:26 PM »

https://www.mediafire.com/?gwi1ij83n4r0i58

I gave it a shot. Just copy/paste the folders over the mod folder, unless you're running Mac, then you'll have to move the individual files yourself.

For the faction, they now offer commissions. Also, they were set to never get food shortages, I went ahead and changed that.

As for the ships, I basically compared the supply cost to similar ships found in vanilla and SSP+ and then multiplied by 1.5.

The Stable now has 200 cargo (Previously 150), to help carry all the extra supplies needed.

I also edited the mako.
Armor 350 -> 200 (Which is what a wolf has)
Flux Vent 500 -> 350 (Too low cuts into weapon use)
Max Flux 1500 -> 1350
Shield size 210 -> 180 (Between this and the armor cut, should be enough)
Removed ITU (Which does nothing on fighters), armored weapons, advanced turret gyros (it has ONE turret, and its a swarmer missile rack), and point defense AI (It already has a pair of mini-eflaks)

I made the proton and neutron a bit stronger, well sorta.

The proton loses its eflak, this makes the AI retreat as soon as it fires its single missile instead closing into range to shoot ships with its weak PD.
The neutron gets a second plasmathrower, and a bit more flux to fire it.

If you don't like the changes to the proton/neutron, you can simply delete the entries in the hulls folder before overwriting anything.
A hero in record time!  Thanks, and the changes sound good.
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Az the Squishy

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #295 on: January 05, 2016, 11:42:47 PM »

https://www.mediafire.com/?gwi1ij83n4r0i58

I gave it a shot. Just copy/paste the folders over the mod folder, unless you're running Mac, then you'll have to move the individual files yourself.

For the faction, they now offer commissions. Also, they were set to never get food shortages, I went ahead and changed that.

As for the ships, I basically compared the supply cost to similar ships found in vanilla and SSP+ and then multiplied by 1.5.

The Stable now has 200 cargo (Previously 150), to help carry all the extra supplies needed.

I also edited the mako.
Armor 350 -> 200 (Which is what a wolf has)
Flux Vent 500 -> 350 (Too low cuts into weapon use)
Max Flux 1500 -> 1350
Shield size 210 -> 180 (Between this and the armor cut, should be enough)
Removed ITU (Which does nothing on fighters), armored weapons, advanced turret gyros (it has ONE turret, and its a swarmer missile rack), and point defense AI (It already has a pair of mini-eflaks)

I made the proton and neutron a bit stronger, well sorta.

The proton loses its eflak, this makes the AI retreat as soon as it fires its single missile instead closing into range to shoot ships with its weak PD.
The neutron gets a second plasmathrower, and a bit more flux to fire it.

If you don't like the changes to the proton/neutron, you can simply delete the entries in the hulls folder before overwriting anything.
A hero in record time!  Thanks, and the changes sound good.

To make it clear, you may want to ask the OP- foxer360 -next time you post on the fourm of the mod you're directly tinkering with... They may not appriciate it. Even with good intention behind it.

Takion Kasukedo

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #296 on: January 06, 2016, 11:27:56 AM »

Doesn't work with 7.1a yet, but that's ok, I can wait.

(what i'm really eager for is the 3rd blue faction to arrive and CIGEN everything.)
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

HELMUT

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #297 on: January 06, 2016, 12:07:43 PM »

Citadel is 0.7.1a compatible (at least it works for me), it's just that Foxer tried really hard to hide the download link.

https://bitbucket.org/Foxer360/version-checker/downloads/Citadel%200.8.3b.zip

Don't expect the "3rd blue faction" too soon though. Mesotronik is working on it but it's gonna take quite a while.
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Mudanzas Valencia

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #298 on: January 06, 2016, 01:57:06 PM »



To make it clear, you may want to ask the OP- foxer360 -next time you post on the fourm of the mod you're directly tinkering with... They may not appriciate it. Even with good intention behind it.


we all support mod guy its just he's MIA and so were just tinkering with it to keep it playable in the interrim. the equivalent of putting oil in an engine, not changing the engine

edit: thanks! will try out the stopgap
« Last Edit: January 06, 2016, 02:23:10 PM by Question »
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Tartiflette

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Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« Reply #299 on: January 06, 2016, 02:26:14 PM »

It's nice of you to do that, it's not the question here. But unless Foxer said you could release it, maybe it's better to do that by PM. Just to be on the safe side.
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