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Author Topic: [0.65.2a] ICE Faction  (Read 135030 times)

Nanao-kun

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Re: [0.65.2a] ICE Faction
« Reply #255 on: October 17, 2015, 03:49:56 PM »

Is Nexerelin support planned?
According to the Nexerelin bitbucket, yes, it'll probably be in the next update.

(I dled the repo, so I'm already playing with it. :P)
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Sundog

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Re: [0.65.2a] ICE Faction
« Reply #256 on: October 18, 2015, 07:43:30 AM »

Is Nexerelin support planned?
According to the Nexerelin bitbucket, yes, it'll probably be in the next update.

(I dled the repo, so I'm already playing with it. :P)
Actually Nexerelin is supported in the current version. I meant to include that in the patch notes but it slipped by. Fixed. Sorry for the confusion.

Nanao-kun

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Re: [0.65.2a] ICE Faction
« Reply #257 on: October 18, 2015, 11:54:53 AM »

Is Nexerelin support planned?
According to the Nexerelin bitbucket, yes, it'll probably be in the next update.

(I dled the repo, so I'm already playing with it. :P)
Actually Nexerelin is supported in the current version. I meant to include that in the patch notes but it slipped by. Fixed. Sorry for the confusion.
Oh oops, I meant that the current Nexerelin version doesn't support ICE and thus it won't show up in a Nexerelin playthrough.
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Agalyon

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Re: [0.65.2a] ICE Faction
« Reply #258 on: November 02, 2015, 12:14:29 PM »

Are the Chupacabra and Nosferatu beams armor repair based on damage? Or is it fixed as long as they hit armor or hull?
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Nanao-kun

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Re: [0.65.2a] ICE Faction
« Reply #259 on: November 02, 2015, 12:54:05 PM »

Are the Chupacabra and Nosferatu beams armor repair based on damage? Or is it fixed as long as they hit armor or hull?
On that note, I always wondered what Gravimetric Sensors do for weapons with greater than 600 range.
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Blaze

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Re: [0.65.2a] ICE Faction
« Reply #260 on: November 02, 2015, 04:24:28 PM »

I believe it attempts to normalize weapons to 600 range; that's what it said in the description back before it went out of date.

So if it's below 600, it raises it by X%; and if it's above 600, it lowers it by X%.
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Sundog

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Re: [0.65.2a] ICE Faction
« Reply #261 on: November 02, 2015, 10:41:07 PM »

Are the Chupacabra and Nosferatu beams armor repair based on damage? Or is it fixed as long as they hit armor or hull?
Fixed. Nosferatu repairs a 50% larger area at a 25% faster rate.

I believe it attempts to normalize weapons to 600 range; that's what it said in the description back before it went out of date.

So if it's below 600, it raises it by X%; and if it's above 600, it lowers it by X%.
Yup. Only for ballistic weapons though.
The formula is:
baseRange / 2 + 300 = modifiedRange
So...
600 / 2 + 300 = 600
200 / 2 + 300 = 400
1200 / 2 + 300 = 900

I wanted to make sure ICE ships were bad at kiting in spite of their speed, so I added gravimetric sensors to encourage the use of short-range weapons.

Blaze

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Re: [0.65.2a] ICE Faction
« Reply #262 on: November 03, 2015, 07:35:51 AM »

Stuff
How does it stack with the ITU or other range-enhancers?
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Nanao-kun

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Re: [0.65.2a] ICE Faction
« Reply #263 on: November 03, 2015, 08:54:36 AM »

Are the Chupacabra and Nosferatu beams armor repair based on damage? Or is it fixed as long as they hit armor or hull?
Fixed. Nosferatu repairs a 50% larger area at a 25% faster rate.

I believe it attempts to normalize weapons to 600 range; that's what it said in the description back before it went out of date.

So if it's below 600, it raises it by X%; and if it's above 600, it lowers it by X%.
Yup. Only for ballistic weapons though.
The formula is:
baseRange / 2 + 300 = modifiedRange
So...
600 / 2 + 300 = 600
200 / 2 + 300 = 400
1200 / 2 + 300 = 900

I wanted to make sure ICE ships were bad at kiting in spite of their speed, so I added gravimetric sensors to encourage the use of short-range weapons.
Ah, I see. Thanks.
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Agalyon

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Re: [0.65.2a] ICE Faction
« Reply #264 on: November 03, 2015, 09:53:01 AM »

Are the Chupacabra and Nosferatu beams armor repair based on damage? Or is it fixed as long as they hit armor or hull?
Fixed. Nosferatu repairs a 50% larger area at a 25% faster rate.
Gotcha, thanks. Dare I ask, I assume they would still work the same even if they hit through Templar shields?
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Sundog

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Re: [0.65.2a] ICE Faction
« Reply #265 on: November 03, 2015, 03:33:07 PM »

How does it stack with the ITU or other range-enhancers?
The API handles how effects stack, but if I remember correctly both additive and multiplicative effects stack additively, meaning two hullmods that give 30% increased range would give 100% + 30% + 30% = 160%, not 100% x 130% x 130% = 169%. That means ITU should increase range by the same amount whether it's stacking with Gravimetric Sensors or not.

For example, a weapon with 1000 base range that's mounted on a cruiser would have...
1350 with ITU only          1000 x (1 + 0.35) = 1350
800 with GS only            1000 x (1 - 0.5) + 300 = 800
1150 with ITU and GS      1000 x (1 + 0.35 - 0.5) + 300 = 1150

Please correct me if any of this is wrong.

Ah, I see. Thanks.
np  :)

Gotcha, thanks. Dare I ask, I assume they would still work the same even if they hit through Templar shields?
Yeah, I'm pretty sure they'll repair the same amount when they hit Templar shields, no matter what state Templar ship's shields are in. But then, I'm operating mostly on assumptions too. I have a pretty limited understanding of how Templar shields work.

iceone

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Re: [0.65.2a] ICE Faction
« Reply #266 on: November 19, 2015, 08:55:51 PM »

every time when The events.FoodShortEvent -[The Exiled Idoneus Colony Fleet]...appeared.
An other Thread must go after it " [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]"
then the presentation is :"Playing music with id running-dark."
so I add an .ogg named "corvus" to your folder.
after that, the log....



7240660 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - 1 out of a maximum 2 pirate/merc fleets in play for market [Barad A]
7240809 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]
7240809 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-campaign_system_corvus.ogg]
7240985 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NumberFormatException: Numbers must be in range 1-3999
java.lang.NumberFormatException: Numbers must be in range 1-3999
   at com.fs.starfarer.util.oOOO.super(Unknown Source)
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Nanao-kun

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Re: [0.65.2a] ICE Faction
« Reply #267 on: November 19, 2015, 09:05:10 PM »

every time when The events.FoodShortEvent -[The Exiled Idoneus Colony Fleet]...appeared.
An other Thread must go after it " [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]"
then the presentation is :"Playing music with id running-dark."
so I add an .ogg named "corvus" to your folder.
after that, the log....



7240660 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - 1 out of a maximum 2 pirate/merc fleets in play for market [Barad A]
7240809 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]
7240809 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-campaign_system_corvus.ogg]
7240985 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NumberFormatException: Numbers must be in range 1-3999
java.lang.NumberFormatException: Numbers must be in range 1-3999
   at com.fs.starfarer.util.oOOO.super(Unknown Source)
Are you playing Starsector 0.7a? Because there are currently no faction mods that are compatible. At all.
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Histidine

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Re: [0.65.2a] ICE Faction
« Reply #268 on: November 19, 2015, 09:12:13 PM »

The crash in the log appears to be from a bug fixed in 0.7, although the mod will not be compatible there till someone updates it guess it'll have to be me again.

Additionally, the exile fleet having a food shortage suggests an out-of-date ICE version.
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iceone

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Re: [0.65.2a] ICE Faction
« Reply #269 on: November 19, 2015, 09:31:54 PM »

every time when The events.FoodShortEvent -[The Exiled Idoneus Colony Fleet]...appeared.
An other Thread must go after it " [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]"
then the presentation is :"Playing music with id running-dark."
so I add an .ogg named "corvus" to your folder.
after that, the log....



7240660 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager  - 1 out of a maximum 2 pirate/merc fleets in play for market [Barad A]
7240809 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]
7240809 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-campaign_system_corvus.ogg]
7240985 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NumberFormatException: Numbers must be in range 1-3999
java.lang.NumberFormatException: Numbers must be in range 1-3999
   at com.fs.starfarer.util.oOOO.super(Unknown Source)
Are you playing Starsector 0.7a? Because there are currently no faction mods that are compatible. At all.

NO still 0652a
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