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

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Author Topic: [0.95a] The Mayorate v1.1.0 (2021-11-25)  (Read 320002 times)

Mysterhay

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #435 on: October 22, 2016, 05:56:47 AM »

FYI noticed that the shrike hunter killer wings have a zero crew requirement, this makes sense as they are meant to be drones. However, this also means that their CR does not increase above 40% with any level of crewing.

Is this intentional? Limits their use in the longer battles a little.
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HELMUT

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #436 on: October 22, 2016, 09:32:02 AM »

Yeah, unmanned drones tends to have this undesirable side effect. Fortunately, fighters won't be limited by CR any more in the next SS update.
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Mysterhay

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #437 on: October 22, 2016, 07:31:30 PM »

Fair point, a bit daft to change before the fighter overhaul!
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StarSchulz

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #438 on: December 25, 2016, 05:22:50 PM »

Hey, i'm not sure why but since i visited Ilkhanna a new consul spawns every day.
 
Spoiler
[close]

Any way to stop this? I'm using a large list of mods, nearly everything compatible with SS+ / Nexerelin.

Orikson

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #439 on: December 25, 2016, 05:55:08 PM »

Hey, i'm not sure why but since i visited Ilkhanna a new consul spawns every day.
 
Spoiler
[close]

Any way to stop this? I'm using a large list of mods, nearly everything compatible with SS+ / Nexerelin.


Well, that may be caused by Mayorate's special market conditions (which have been noted for quite a while).

We could counter check your mod list or you can check them yourself in this thread: http://fractalsoftworks.com/forum/index.php?topic=11462.0
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StarSchulz

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #440 on: December 25, 2016, 06:58:55 PM »

I don't see anything that would be incompatible with the Mayorate in that list / with the mods i have.

Though thanks for that, i didn't realize there was a fix for the Templars available.

NightKev

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #441 on: February 07, 2017, 08:05:43 AM »

Just got an NPE caused by the Phase Leap ship system (probably caused by my new Cimeterre); at least that's my assumption based on the stack trace.
Code
6663749 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.CometOnHitEffect.onHit(CometOnHitEffect.java:34)
at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.applyDamage(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
at data.shipsystems.scripts.ilk_PhaseLeap.apply(ilk_PhaseLeap.java:148)
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:745)
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kazi

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #442 on: February 08, 2017, 04:54:19 PM »

That error is actually caused by the Cimeterre jumping over and killing whatever a "Comet" projectile is (some type of modded ballistic projectile). The Cimeterre leap does a bit of damage and in this case dealt enough damage to kill the Comet projectile and trigger its OnHitEffect. The OnHitEffect is having some trouble triggering because this isn't a typical case where its hitting a ship - in this case the ship is dealing damage directly to the projectile as it teleports past it (so I'm guessing some logic there is looking for the point of impact with the ship and getting null because there is no point of impact with the ship). I'd report this to whichever mod author is responsible for creating the "Comet" - I'd bet this bug would probably also get triggered by any situation where anything was dealing damage to a Comet projectile without touching it.
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kazi

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #443 on: April 23, 2017, 11:06:02 AM »

So, it's that time of year again. Let me know what sucked about the last version so I can fix it (or add it!) for this one.

Current todo list:
- 0.8 compatibility
- Rare metals bug (most of the offending market condition is getting axed)
- Consul functions are getting bundled into the typical "station leader" persona
- [REDACTED]

Currently hit a bit of snag due to SS not recognizing modded rulecmds (might require another SS hotfix before this mod can be updated), but hey, getting there slowly...
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facc00

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #444 on: April 23, 2017, 12:01:47 PM »

Excited to see this one roll out :)
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dan212

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #445 on: April 23, 2017, 01:49:12 PM »

So, it's that time of year again. Let me know what sucked about the last version so I can fix it (or add it!) for this one.

Current todo list:
- 0.8 compatibility
- Rare metals bug (most of the offending market condition is getting axed)
- Consul functions are getting bundled into the typical "station leader" persona
- [REDACTED]

Currently hit a bit of snag due to SS not recognizing modded rulecmds (might require another SS hotfix before this mod can be updated), but hey, getting there slowly...

Yay! More [REDACTED] stuff!
I will problably have to wait untile Nexlerein and Dynasector will update, but Mayorate will defenetly be in my next playtrough. Cant wait.
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Midnight Kitsune

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #446 on: April 23, 2017, 05:39:43 PM »

Until this mod gets a serious balance and sound pass, I won't touch it
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kazi

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #447 on: April 23, 2017, 05:48:31 PM »

Until this mod gets a serious balance and sound pass, I won't touch it

Specifics would be useful here.  :)
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facc00

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #448 on: April 23, 2017, 05:49:32 PM »

Until this mod gets a serious balance and sound pass, I won't touch it

Savage much?
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Midnight Kitsune

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #449 on: April 23, 2017, 06:06:42 PM »

Until this mod gets a serious balance and sound pass, I won't touch it
Specifics would be useful here.  :)
Balance side: One of the biggest things that I see mentioned is your missile cruiser. IIRC, it has 2 large missiles, one medium missile AND Fast Missile Racks, which can easily become stupid OP, even in .8. I would say at least remove FMR AND cut down the mounts to 1 large and 2 mids. That way it is still a missile cruiser but it isn't bulls*** OP.
Also, I would seriously talk with the other modders to see what issues they have with your mod, as sometimes there can be issues that can be right in front of us and we can't see them. Your mod has some nice things but needs many tweaks here and there to get it perfect and the others can help with that.
Working on the rare metals bug will also be good, which was another big issue I had with this.
If you haven't already, please stop replacing the Apogee sprite (and any other vanilla sprite if you do).

Sound side: PLEASE, for the love of the Goddess and everything that is holy, STOP using sounds from famous games (Mass Effect, MechWarrior, FreeSpace are a few that I remember)! It is lazy, can throw off the player and from what I have heard, you can make some pretty damn good sounds on your own.
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