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Author Topic: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1101710 times)

Kwbr

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Re: [0.7.2a] Scy V1.00 (13/11/2016)
« Reply #960 on: November 18, 2016, 03:39:55 AM »

I believe doing a total reinstall fixed whatever was wrong with my game, Scy markets are spawning primarily Scy stuff now. Guess I should've done that from the start huh :P

Oh well, thanks for all the help guys, it's very much appreciated! I'm glad I'll actually be able to enjoy the 1.0 update now.
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Tartiflette

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Re: [0.7.2a] Scy V1.00 (13/11/2016)
« Reply #961 on: November 18, 2016, 03:53:34 AM »

Pfiuu, that's a relief. Given how finicky markets are currently it would certainly habe been a pain to fix if it was an issue with my custom conditions... I hope you'll enjoy them!
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Asauski

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Re: [0.7.2a] Scy V1.00 (13/11/2016)
« Reply #962 on: November 18, 2016, 10:29:53 AM »

So folks ... the bad news guy has arrived hehe :P

I just come create posts when I find a bug, how sad ;-;

There I was trying to defend Tartarus from a Holy Crusade when that happened ...

Spoiler
5667171 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at org.lazywizard.lazylib.VectorUtils.getAngle(VectorUtils.java:49)
   at data.scripts.plugins.SCY_projectilesEffectPlugin.applyRicochetEffect(SCY_projectilesEffectPlugin.java:328)
   at data.scripts.plugins.SCY_projectilesEffectPlugin.advance(SCY_projectilesEffectPlugin.java:133)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(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(Unknown Source)
[close]

This happens when shooting with a Ricochet Gun in a Templar Jesuit with the Schism Drive activated, it probably also happens against a Templar Cleric but I did not have the opportunity to test.
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Tartiflette

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #963 on: November 19, 2016, 01:53:03 AM »

Small Fix for the issue with Templars, plus some minor performance tweaks here and there. This update won't break your 1.00 saves.

DOWNLOAD
REQUIREMENT
Mod:



Compatible with LazyWizard's Version Checker.
Compatible with Histidine's Nexerelin and Corvus mode.
Compatible with Dark.Revenant's GraphicLib
Integrated with Dark.Revenant's DynaSector


LazyWizard's

Debido's

WARNING! You'll need to replace the config files from Dynasector to make it compatible. It is included in the archive.

Aditionally, if you didn't already updated to 1.00 you'll need to delete the SCY.json file in Nexerelin/data/config/exerelinFactionConfig.

CHANGELOG:
Spoiler
V1.01

BUGFIXES/IMPROVEMENT:
 - Ricochet Gun:
   . Fixed a NPE issue against leaping Templar frigates.
 - All missiles AI:
   . Minor code optimization.
 - Nexerelin:
   . Moved the Scyan config file in my own file structure to maintain it myself from now on.
[close]
« Last Edit: November 19, 2016, 01:15:26 PM by Tartiflette »
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DownTheDrain

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #964 on: November 19, 2016, 05:24:59 AM »

- Nexerelin:
   . Moved the Scyan config file in my own file structure to maintain it myself from now on.

Is that going to cause any conflicts for those of us that copied the config files from the 1.00 release into the Nexerelin folder?
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Flying_Whale

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #965 on: November 19, 2016, 05:33:50 AM »

Nice ships, but not enough OP. Other factions are stronger.
Is it possible to add OP?
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DownTheDrain

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #966 on: November 19, 2016, 05:48:04 AM »

Nice ships, but not enough OP. Other factions are stronger.
Is it possible to add OP?

Other factions being stronger is kind of the point.
I've read through this entire thread after having a pretty hard time starting out with Scy and the author's stated intention was to make the faction more difficult to play than others.

If you want more OP I suggest opening the mod folder (mods\Scy\data\hulls) and adding them yourself in the ship_data.csv file. It's really easy to do, all you need is a text editor (I recommend notepad++ if you're on a Windows system).
Personally I left the OP alone but slightly increased the shield arc of most ships since I'm not very good at dodging shots.
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Tartiflette

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #967 on: November 19, 2016, 08:10:26 AM »

Actually they follow the exact same rule for OP as Vanilla ships. The thing is that in exchange for being so fast, they have fewer weapon mounts. And while combats in the early game are a bit more difficult, their burn speed usually allows you to pick your fights. All in all, they require to be played a bit differently but only are a tiny bit weaker overall.

Is that going to cause any conflicts for those of us that copied the config files from the 1.00 release into the Nexerelin folder?

None at all. Nexerelin's file will be overwritten by Scy's.
[edit] Well I was wrong. If you modified the file already there is no problem as they are identical but otherwise you need to delete the one in Nexerelin/data/config/exerelinFactionConfig.
« Last Edit: November 19, 2016, 01:19:57 PM by Tartiflette »
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DownTheDrain

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #968 on: November 19, 2016, 08:56:55 AM »

Actually they follow the exact same rule for OP as Vanilla ships. The thing is that in exchange for being so fast, they have fewer weapon mounts. And while combats in the early game are a bit more difficult, their burn speed usually allows you to pick your fights. All in all, they require to be played a bit differently but only are a tiny bit weaker overall.

Yeah, it's a lot more manageable if you only switch over to Scy once you're a bit more established, it's just starting out with them that was rather rough for me.

The burn speed is nice but in combat I'd prefer for them to be a tad slower and instead have speed-enhancing ship systems of some kind, as the AI opponent is decent at dealing with fast ships but terrible at factoring in sudden boosts.
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Tartiflette

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #969 on: November 19, 2016, 10:42:47 AM »

But that would amount to cheesing the AI isn't it? Also, there is one faction for that already: Blackrock Driveyard.
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DownTheDrain

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #970 on: November 19, 2016, 11:25:15 AM »

But that would amount to cheesing the AI isn't it?

Technically, I guess, although there are easier ways to cheese the AI, especially with missiles.
Maybe I'm just not very good at using Scy's existing systems. The twin-layer shield seems outright suicidal for someone like me unless I'm absolutely sure to only face one enemy at a time and that enemy isn't a phase ship. The turning-off-the-safety thingy is interesting if you want to brawl, which I usually avoid. I could try it on one of the armored ships or just rush in, unload and pray that I can roast the enemy before I get roasted myself. Given their excellent speed I'm more inclined to use Scy ships for kiting than knife fights though.

Quote
Also, there is one faction for that already: Blackrock Driveyard.

DME does a pretty good job of it as well.

I freely admit to not being a particularly great pilot and not having found the best approach to making Scy work for me.
That said, some of the systems, while interesting, still baffle me a bit. The twin-layer shield, for instance, would be amazing on a ship with a large shield arc but bad flux reserves, but in a lineup that already has the smallest shield arcs of pretty much any faction in the game I'm not sure what to do with it and tend to not use it at all. Apparently the AI isn't all that great at using Scy either, as I'm losing AI-piloted ships in encounters where I would normally come out unscathed.

Don't get me wrong, I'm not asking you to change anything. You definitely know a whole lot more about balance and ship design than me. I'm just sharing my thoughts while trying to suck less at conquering the sector for the Scy Nation.
On that note, great job on the overhaul, the new ships really look sweet.
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Tartiflette

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #971 on: November 19, 2016, 11:35:43 AM »

You certainly aren't wrong in your analysis, but it's all deliberate design decisions.

I think the Twin Layer system fits Scy perfectly as they overall have an abysmal shield efficiency. That system allows them to close range against enemies with heavy kinetic loadouts without being flux locked all the time. But it is indeed a risky system for them to use given their thin armor, and I'll probably have to write a custom activation AI at some point.

And I don't find the AI too bad at using their ships, provided you aren't letting them wander around without any order. They certainly won't last long if isolated but in small hunting packs they can also do wonders. And until you get a few armored ships, they won't be able to hold the line against any big ship. The Avoid order can help you dealing with the small fry first, and only then you can overwhelm the enemy with high alpha strike damage.
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DownTheDrain

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #972 on: November 19, 2016, 12:17:49 PM »

Not letting the AI wander around is a bit of an issue early game when you're low on command points, but fair enough.

I usually send it to capture and/or control important points and sometimes to intercept certain enemies, but not much beyond that. In my experience the escort option often hurts more than it helps (unless you're using fighters) as the AI has a tendency to get itself killed trying to protect the target when there's absolutely no need to do so.
I haven't used the avoid command much either, so maybe that's the trick to keeping those guys alive. I'll give it a try and see what happens.
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King Alfonzo

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #973 on: November 19, 2016, 09:00:06 PM »

Hey Tart, I don't think the missile AI fix really worked...

Code
2779071 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
at data.scripts.ai.SCY_arcMissileAI.empArcing(SCY_arcMissileAI.java:264)
at data.scripts.ai.SCY_arcMissileAI.advance(SCY_arcMissileAI.java:253)
at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.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(Unknown Source)

The arc missile worked before the update.

Tartiflette

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Re: [0.7.2a] Scy V1.01 (19/11/2016)
« Reply #974 on: November 20, 2016, 03:21:01 AM »

Actually that's a completely unrelated bug that could have occurred before the patch. Anyway, fixed! Sorry for the multiple patches, and I hope this is the last one.
This update won't break your 1.00 and 1.01 saves.

DOWNLOAD
REQUIREMENT
Mod:



Compatible with LazyWizard's Version Checker.
Compatible with Histidine's Nexerelin and Corvus mode.
Compatible with Dark.Revenant's GraphicLib
Integrated with Dark.Revenant's DynaSector


LazyWizard's

Debido's

WARNING! If you didn't already updated to 1.0. and play with Dynasector, you'll need to replace the config files from Dynasector to make it compatible (It is included in the archive).

CHANGELOG:
Spoiler
V1.02

BUGFIXES/IMPROVEMENT:
 - Missile AI:
   . Fixed weird behavior or even crash caused by flares.
[close]
« Last Edit: November 20, 2016, 12:13:49 PM by Tartiflette »
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