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Author Topic: [0.9.1a] Scy V1.57 (2019/09/04)  (Read 542706 times)

HeartofDiscord

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #585 on: October 10, 2015, 06:50:44 PM »

So I just had an interesting bug, wherein upon loading a save, the entire Tartarus/Archeron system moved halfway across the map. Upon reloading the save again, it was back where it should be. (I think)
Nope, it's supposed to move around.  At least, if I've kept track of development.
Huh. Well it has random starting locations, but I didn't know it actually moved. I mean it was also in different locations upon loading the exact save twice.
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The Soldier

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #586 on: October 10, 2015, 06:55:01 PM »

Huh. Well it has random starting locations, but I didn't know it actually moved. I mean it was also in different locations upon loading the exact save twice.
Yup, pretty sure that's supposed to happen.
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HeartofDiscord

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #587 on: October 10, 2015, 07:37:55 PM »

Also, are the Hydra shuttles the same as the Valkyrie shuttles? The description isn't as transparent.
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #588 on: October 10, 2015, 11:10:02 PM »

So I just had an interesting bug, wherein upon loading a save, the entire Tartarus/Archeron system moved halfway across the map. Upon reloading the save again, it was back where it should be. (I think)
IIRC (I haven't touched that piece of code in a while) the location is randomized for every loading if you play in dev mode. It was a faster way to test the placement than to recreate a character every-time.

Also, are the Hydra shuttles the same as the Valkyrie shuttles? The description isn't as transparent.
They are, I think I noted somewhere I needed to clarify the description...
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HeartofDiscord

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #589 on: October 12, 2015, 12:40:47 AM »

Going to put a bit more of unwanted thoughts here. After some more use, I think laser torpedos would be fine with 1000-2000 damage taken off each size So like 4k to 3k, 5k to 4k etc. Anymore would gimp them too much, and I think any changes other than that would lose what makes them special; if you generate all the laser bursts at the same time, they lose the practicality against shields, and if you take away the EMP, they lose the practicality against big stuff. Although I would say if you wanted to take it further, EMP would be my first choice as what to go next.
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #590 on: October 12, 2015, 01:01:25 AM »

That's exactly their current yield in my dev version  ;D But the new dispersion improved them a bit against large targets... Witch isn't bad.
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HeartofDiscord

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #591 on: October 12, 2015, 10:27:54 AM »

Awesome, sounds good
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iceone

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #592 on: October 23, 2015, 10:53:59 PM »

248124 [Thread-5] INFO  org.lazywizard.console.Console  - Added 1 of ship SCY_keto_armorFL_Hull to player fleet.
256849 [Thread-5] INFO  org.lazywizard.console.Console  - Running command "addship SCY_keto_armorFR 1"
256849 [Thread-5] DEBUG org.lazywizard.console.commands.AddShip  - Try #1: SCY_keto_armorFR
256850 [Thread-5] DEBUG org.lazywizard.console.commands.AddShip  - Try #2: SCY_keto_ArmorFR
256850 [Thread-5] DEBUG org.lazywizard.console.commands.AddShip  - Try #3: SCY_keto_ArmorFR
256850 [Thread-5] DEBUG org.lazywizard.console.commands.AddShip  - Try #4: SCY_keto_armorFR_Hull
256850 [Thread-5] INFO  org.lazywizard.console.Console  - Added 1 of ship SCY_keto_armorFR_Hull to player fleet.
259748 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-campaign_system_corvus.ogg]
276943 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 3, FP2: 6645, maxFP1: 160, maxFP2: 240
278334 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.SCY_maskEffect.advance(SCY_maskEffect.java:49)
   at com.fs.starfarer.combat.entities.ship.oOOO.void.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.??o000(Unknown Source)
 :-[
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joe130794

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #593 on: October 24, 2015, 03:45:22 AM »

@iceone  is lazywizard enabled?
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #594 on: October 27, 2015, 12:29:24 AM »

Sorry for the late reply, but I managed to spawn a Keto in campaign without problem. The log mention the armor bits, did you tried to spawn those specifically? Because that ain't going to work: they are linked to their parent ships with persistent campaign data and stuff and can't be used alone.
The exact command for adding the ship is addShip SCY_keto_Hull.

[EDIT] Wip changelog, it won't be released before 0.7 though.
Code
v0.98

NEW CONTENT
 - Replaced all the "Assault Shield" ship-systems by the new "Engine Jump-start" system:
   . Allows to instantly restart your flamed out engine.
   . Only one charge with a long cool-down.
   . Can fail at low CR.
   . Applied to the Manticores cruisers, Armored Stheno, Orthrus Standard, Balius freighter/tanker and Lealaps frigate.

BALANCING
 - Reduced the benefit of the "Scyan Engineering" hull-mod for the engines health and repair rate to 25% from 50.
 - Reduced the turn speed and turn acceleration of all ships by roughly 50/40/30/20%. (still above vanilla afterward!)
 - Reduced the turning damping of the "Secondary Thrusters" ship-system to 75% reduction, from 90%.
 - Stymphalian Bird frigate: Raised the amount of OP from 40 to 45, raised it's flush flux ability when venting in Overcharge mode.
 - Minor OP reduction on non-combat ships, variants adjusted.
 - Laser Torpedoes: Improved the detonation range calculation (explode closer to ships with their shield down), reduced the damage of the small and medium ones.
 - Converted Heavy ENB: ammo raised to 18 from 9, regeneration rate reduced to 20 ammo/min from 30, OP reduced to 18 from 20, slightly raised it's precision, raised it's turn rate to 10 deg/s from 5.
 - Heavy ENB: Flux requirement reduced to 900 f/s from 1000, raised it's turn rate to 7 deg/s from 5.
 - SCPB: raised the ammo to 4 from 3.
 - Manticore Swarm missiles: Damage reduced to 200 Kinetic per missile from 300, increased range by 20% to 3000, now reload in 6 missiles clips, removed the energy cost to fire.
 - Manticore MIRV: re-written the deployment script to assure most sub-shots will actually hit the target, Subshots damage raised to 300 from 200, removed the energy cost to fire.
 - Manticore Phase: Missile damage raised to 3000 Energy from 2000, reloads in 8 seconds from 5.
 - Most beams weapons now have a growing speed matching vanilla.

BUGFIXES/IMPROVEMENTS
 - Fixed an issue with the Nemean Lion's system allowing regenerating weapons to reload more ammo than their maximum.
 - Minor graphic update for the Anti-missiles.
 - Graphic update for the SCPB beam.
 - Improved missiles AI:
   . Benefit a lot more from ECCM.
   . Closer to vanilla flight pattern.
   . Better target selection when the launching ship doesn't have one.
   . Much better precision for the anti-missiles.
 - Completely rewrote the Slasher Beam to fix a recurrent issue where it wouldn't slash on fast turning ships.
 - Randomized the starting position of the Miniguns' barrels, added some minor random variations in their spin-up and spin-down rates.
 - Rewritten all the hull-mods descriptions with actual numbers instead of adjectives.
 - Prevented an issue occurring when the Telchine's beam dealt the last hit on very high HP targets.
 - Corrected a mistake that made the Erymantian Boar's dish rotate extremely slowly.
 - Adjusted some erroneous collision radii, especially with Twig ships.
« Last Edit: October 27, 2015, 01:07:54 AM by Tartiflette »
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #595 on: October 28, 2015, 04:07:06 AM »

Code
 - Replaced the Burst Nailer with... a much angrier Burst Nailer:
   . 8 shots clip of buckshot fury that can be unloaded in under 2seconds.
   . Very high burst FRAG damage but long reload time and anemic range.
   . Do NOT point on self!


Spoiler

Remember that Firefox slightly accelerate gifs, it's slower in-game.
[close]

Because nothing beats dual-wield auto-shotguns, IN SPACE!
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Funk

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #596 on: October 28, 2015, 04:27:13 AM »

That looks like fun :D
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OOZ662

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #597 on: October 30, 2015, 03:46:53 PM »

Are the Erymantian Boar's front missile launchers supposed to be invisible? I haven't launched mine into a real battle yet, but in the simulator and on the refit screen they don't show up. A slight silhouette of them appears when you mouse over them during refit.
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #598 on: October 30, 2015, 05:03:54 PM »

Yes they are hidden. It looked really weird with some launchers so I used the most efficient fix I could find. ^^
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Flying_Whale

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #599 on: November 01, 2015, 12:23:29 PM »

Hello everyone. Could anyone say, where can I find (and buy, if it's possible) SCY ships?
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