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)

Pages: 1 ... 31 32 [33] 34 35 ... 98

Author Topic: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1097594 times)

Shedovv

  • Lieutenant
  • **
  • Posts: 61
    • View Profile

I have no problem on the mission 2, are you sure you have the lastest TwigLib?
The High-end seller is in the Prism Freeport found in Tartarus. (or in Hyperspace if you play with Nexerelin)

Lol been seeing the Prism several times, never bothered to dock.

I am almost certain, but let me double check by installing a newest version, if that stuff remains I tell you.

EDIT: For whatever reasons I had suddenly doubles of some of the mod folders in my mod's folder, after deleting those "copies" which TwigLib and SCY also had, the crash did not occur during the mission. So there's that.
« Last Edit: May 09, 2015, 12:24:03 AM by Shedovv »
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile

Glad to hear that, I was reaaaally puzzled for a moment.
Logged
 

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.65.2a] Scy V0.93 Fighters and missile boost (19/05/2015)
« Reply #482 on: May 19, 2015, 12:43:15 AM »


Require Debido's TwigLib.
Require LazyWizzard's LazyLib.
Compatible with LazyWizzard's Version Checker.
Compatible with Histidine's Nexerelin.
Integrated to Dark.Revenant's Starsector+

Another small update, mostly around fighters and missiles balance. The SuFi has gone under a redesign phase and gained a turret in trade of one of it's hard-points, and all fighters weapons have been shuffled around. The AtFi got a Burst Thrusters ship-system like the Weapons Platform drones built on the same chassis, which give them a nice punch in the thick of the battle. Missiles have been a bit buffed: The Coasting Missiles are now "remote controlled", that is only one volley per launcher can be in flight at any time. On the other hand they are now as damaging as a Harpoon so beware. Rockets are now far more precise and should really hit their target reliably now. Laser torpedoes received a small buff to the number or ray produced too. Finally the Khalkotauroi and the Siren cruisers finally use often and correctly their main weapons.

Changelog:
Spoiler
Code
V0.93

NEW CONTENT
 - SuFi redesign: it lost a hardpoint but gained a full coverage turret to help it in it's escort role.
 - Also added a new fighter beam weapon.

BALANCING
 - Coasting missiles are now "remote controlled". That is only one volley per weapon can be in flight at any time.
 - Coasting missiles damage increased from 400 to 750. (now effectively a long range Harpoon that can't be spammed on vulnerable targets)
 - New very accurate AI for the guided Rockets.
 - Decreased Rockets launching speed and top speed but increased their maneuverability. Also increased their cooldown.
 - Shuffled all fighters load-outs.
 - Various adjustments on fighter weapons.
 - Increased the number of rays emitted by all the Laser Torpedoes warhead.

BUGFIXES/IMPROVEMENTS
 - Small adjustments to the coasting missile AI.
 - Finally fixed the Siren and Khalkotauroi cruiser not using their main weapons at their full potential.
 - Removed the built-in weapon of the Baliuses, added a universal slot instead.
[close]
« Last Edit: May 20, 2015, 12:09:28 AM by Tartiflette »
Logged
 

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.65.2a] Scy V0.93 Fighters and Missiles boost (19/05/2015)
« Reply #483 on: May 20, 2015, 12:14:03 AM »

Oops tiny mistake in this update (as usual :-X ), it seems I was too eager to release it for Everlazy's next play-through... The best weapon Scy has to offer never spawn in markets, and that's just sad. Anyway, I updated the uploaded mod so you can re-download it, or simply overwrite the data/weapons/weapon_data.csv with this one (it won't break anything):

Sorry about that.

[attachment deleted by admin]
Logged
 

davdav

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.65.2a] Scy V0.93 Fighters and Missiles boost (19/05/2015)
« Reply #484 on: May 31, 2015, 10:10:49 AM »

I've got thie error trying to engage an enemy :

90029 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.SCY_minigunAnimation.advance(SCY_minigunAnimation.java:36)
   at com.fs.starfarer.combat.entities.ship.oOOO.void.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.?0000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.private.null(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?O000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?O000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.?o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Somebody got an idea ?
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.65.2a] Scy V0.93 Fighters and Missiles boost (19/05/2015)
« Reply #485 on: May 31, 2015, 11:34:03 AM »

Damned, I thought I prevented Miniguns from crashing when mounted in hidden mounts, seems I failed. Can you try to use this version of the jar? If everything's working again I will upload a full version tomorrow.

[attachment deleted by admin]
Logged
 

davdav

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.65.2a] Scy V0.93 Fighters and Missiles boost (19/05/2015)
« Reply #486 on: May 31, 2015, 12:34:53 PM »

Damned, I thought I prevented Miniguns from crashing when mounted in hidden mounts, seems I failed. Can you try to use this version of the jar? If everything's working again I will upload a full version tomorrow.

Sorry, I can't test any more, I avoided the concerned fleet.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.65.2a] Scy V0.93c Hidden mount fix (01/06/2015)
« Reply #487 on: May 31, 2015, 11:28:09 PM »


A quick patch to fix the hidden mount crash with the miniguns weapons.
Logged
 

19_30s

  • Ensign
  • *
  • Posts: 28
    • View Profile
Re: [0.65.2a] Scy V0.93c Hidden mount fix (01/06/2015)
« Reply #488 on: June 11, 2015, 07:59:49 AM »

Hello Tartiflette!Thank you for your work to accomplish the fakebeams!Deathfly is my friend,I have made a mod with the idea,and I'll take the code on my use.However there is a long-time work for translation.Anyway,thank you! ;)
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.65.2a] Scy V0.93c Hidden mount fix (01/06/2015)
« Reply #489 on: June 15, 2015, 09:17:25 AM »


Require Debido's TwigLib.
Require LazyWizard's LazyLib.
Compatible with LazyWizard's Version Checker.
Compatible with Histidine's Nexerelin, including Corvus mode.
Integrated to Dark.Revenant's Starsector+

It's that time of the month again, but with a bit more stuff this time!
The badly overpowered Orthrus lost one of its missile hardpoints:



And the deployment cost has been reduced accordingly. However, to avoid breaking any saves, the previous version is still available as the "Advanced" Orthrus:



This one has been nerfed in every way but it's combat effectiveness (no point in keeping it otherwise). It cost a lot more to maintain, can't really be deployed multiple times in a row and has no cargo capacity. Basically it's a Cruiser in Destroyer's cloth.

I also improved the effect and balance of the Laser Torpedoes:
Spoiler
[close]

Now they look like what the name suggest  ;D All versions have been nerfed, mostly in reload time to avoid spamming, but also in damage per ray. They still chew Frigates and Destroyers pretty well, but won't kill Cruisers that easily now. They also deal soft flux to shields witch is a significant nerf in itself.

The Prism Freeport received a much needed custom sprite to live up to it's description:



And lastly, Scy is now compatible with Nexerelin's Corvus mode. Please note that if you are using SS+, the new "standard" Orthrus won't spawn in AI fleets until DarkRevenant update his mod. It should appear in markets normally though.

CHANGELOG:
Spoiler
Code
v0.94b
18/06/2015

BUGFIXES/IMPROVEMENTS
 - Area Scorcher proximity fuse based on the distance to the center and not to the collision radius. Improves it's efficiency against big targets
 - Fake Beams are now generated through a plugin instead of using a dummy missile.

v0.94
15/06/2015

NEW CONTENT
 - New Orthrus hull, see balancing.
 - Nexerelin's Corvus Mode Compatibility.

BALANCING
 - Seriously nerfed the Laser Torpedoes: -15% firepower for all, -50% firerate except for the large launcher, -30% engagement range.
 - Orthrus rework: Now exist in two variants, the common standard one, and the advanced one.
Standard Orthrus:
 - Removed one medium missile hardpoint.
 - Booster Ship-system replaced by Stasis Shield
 - -25% CR recovery cost
Advanced Orthrus:
 - +25% CR per deployment cost.
 - +20% CR recovery cost.
 - CR timer reduced to 180 from 240.
 - Cargo reduced to 0 from 50.
 - Fuel reduced to 10 from 75.
 - Crew complement raised to 50 from 40.
 - Speed reduced to 85 from 110.
 - burn reduced to 6 from 7.
 - Hull reduced to 4000 from 5000.
 - armor reduced to 250 from 300.

BUGFIXES/IMPROVEMENTS
 - Removed the particles generated by the Focus Beam.
 - Reduced the amount of particles generated by the Heavy Minigun.
 - Prevented the Minigun's muzzle flashes from remaining on the battlefield in SS+ Arcade.
 - The laser torpedo now make sure to have it's target in sight before detonating.
 - Added new "fake beams" for the Laser Torpedoes that hit instantly and are far better looking.
 - Corrected a wrong variant in one of the missions.
 - Refined some default variants.
 - New Prism Freeport sprite.
[close]
« Last Edit: June 18, 2015, 12:38:24 AM by Tartiflette »
Logged
 

Delta7

  • Commander
  • ***
  • Posts: 131
  • forum idiot
    • View Profile
    • my personal DA account
Re: [0.65.2a] Scy V0.94 New Orthrus, new Laser Torpedoes (15/06/2015)
« Reply #490 on: June 19, 2015, 11:51:20 AM »

please include a .ZIP version of the download for those of us who do not want to put up with the *** winrar gives us and who 7zip does not seem to work for.
Logged
warning: may be prone to random outbursts of stupidity

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.65.2a] Scy V0.94 New Orthrus, new Laser Torpedoes (15/06/2015)
« Reply #491 on: June 19, 2015, 12:04:14 PM »

7zip has worked on every computer with every operating system I have ever used in the past almost-decade, whether it be at home, at work, or in college.
Logged

Dratai

  • Ensign
  • *
  • Posts: 48
    • View Profile
Re: [0.65.2a] Scy V0.94 New Orthrus, new Laser Torpedoes (15/06/2015)
« Reply #492 on: July 13, 2015, 12:03:29 PM »

So with the latest update, with SS+ and the mods for it-
I installed everything fresh when I updated my mods, but SCY is throwing me this error when I try to start a new campaign.

Code
101631 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.IllegalAccessError: tried to access field data.scripts.world.BaseSpawnPoint.sector from class data.scripts.world.SCY_systems.SCY_spyFleets
java.lang.IllegalAccessError: tried to access field data.scripts.world.BaseSpawnPoint.sector from class data.scripts.world.SCY_systems.SCY_spyFleets
at data.scripts.world.SCY_systems.SCY_spyFleets.<init>(SCY_spyFleets.java:30)
at data.scripts.world.SCY_systems.SCY_tartarus.generate(SCY_tartarus.java:262)
at data.scripts.world.SCY_gen.ScyGeneration(SCY_gen.java:36)
at data.scripts.world.SCY_gen.initStarSystems(SCY_gen.java:28)
at data.scripts.world.SCY_gen.generate(SCY_gen.java:24)
at data.scripts.SCY_modPlugin.initSCY(SCY_modPlugin.java:185)
at data.scripts.SCY_modPlugin.onNewGame(SCY_modPlugin.java:130)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

So there's something wrong with either your spawn function or your category for spyfleets.
Or it's for Nexellerin which I haven't installed because I didn't feel like playing with it. Meaning it's also possible your mod requires Nexellerin now, so if that's the case you may want to notify people of that now.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.65.2a] Scy V0.94 New Orthrus, new Laser Torpedoes (15/06/2015)
« Reply #493 on: July 13, 2015, 12:57:03 PM »

Are you sure you have the latest version 0.94RC2 ??? Because I recall squashing this bug a while ago, and it's working fine on my end. If you aren't using it already, I cannot recommend enough Version Checker to make sure you are up to date.
Logged
 

Dratai

  • Ensign
  • *
  • Posts: 48
    • View Profile
Re: [0.65.2a] Scy V0.94 New Orthrus, new Laser Torpedoes (15/06/2015)
« Reply #494 on: July 13, 2015, 01:55:28 PM »

Well that requires setting up version checker for something I (re)downloaded the latest of ten minutes before making that post.
So if you have squashed it, I apologize- but then the latest manual downloads aren't the latest at all.
Thanks anyway, I'll give it another shot.

Edit: It says 0.94RC2 on the folder I installed, so it should be up to date.
« Last Edit: July 13, 2015, 02:01:39 PM by Dratai »
Logged
Pages: 1 ... 31 32 [33] 34 35 ... 98