Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 65 66 [67] 68 69 ... 98

Author Topic: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1101424 times)

Orikson

  • Captain
  • ****
  • Posts: 280
  • Always Seen on Discord
    • View Profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #990 on: January 18, 2017, 11:22:02 PM »

That seems to have fixed the crash, thank you.
So Scy Nation never caused the crash?

Well, it was due to the outdated version you have that caused the crash. The mod was stabilising at that time after the major overhaul after all.

Be sure to check the version you have is the latest each time you update/download a mod!
Logged
"A story teller and a trader. Tell me your tales and I'll tell you no lies."

Come join the Starsector Fan Chat! It's decently active.

Link: https://discord.gg/eb5UC

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2847
  • Your Friendly Forum Friend
    • View Profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #991 on: January 18, 2017, 11:39:00 PM »

That seems to have fixed the crash, thank you.
So Scy Nation never caused the crash?

Well, it was due to the outdated version you have that caused the crash. The mod was stabilising at that time after the major overhaul after all.

Be sure to check the version you have is the latest each time you update/download a mod!
Or better yet, get Version Checker! *points to sig*
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Histidine

  • Admiral
  • *****
  • Posts: 4681
    • View Profile
    • GitHub profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #992 on: January 19, 2017, 06:32:12 AM »

The precise origin of the issue:
Spoiler
Older versions of Nexerelin (before 0.7.4d) included a faction config file for Scy referencing the variant "SCY_telchine_miner".
When Scy had its big update, it changed the variant names, so the old reference was no longer valid. It also included its own (updated) copy of the faction config for Nex, but the Nexerelin one takes priority, so the old variant reference was retained and causes a crash.

The full zip for Nexerelin 0.7.4d no longer has the Scy faction config file, so the faction mod's copy is used.
The patch zip updates the faction config to use the new reference.

So the issue should not arise if the full version of Nexerelin was installed properly (delete the old folder before copying/extracting the new one), or the patch version was extracted over the existing folder.
[close]
Logged

Mr. Nobody

  • Commander
  • ***
  • Posts: 236
    • View Profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #993 on: January 23, 2017, 09:58:23 AM »

Quick question: would be possible to make so that the SCY capital carrier can fire it's main weapon even if the barrel is destroyed? Obviously with a enormous penalty to accuracy and range, or maybe it turns into a shotgun of sort?
Logged
On the left half of the Bell curve

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #995 on: January 23, 2017, 04:04:03 PM »

Yeaaaaah.... How about no.

But I may add one last weapon to Scy that probably won't be the most useful, but one sooooo good to use nonetheless.
Logged
 

Mr. Nobody

  • Commander
  • ***
  • Posts: 236
    • View Profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #996 on: January 24, 2017, 02:55:28 PM »

I don't demand you change your decision but still wanted to say that to fire a gun you don't strictly *need* a barrel
Spoiler
[close]
And yes, the thing that is slightly poking out of the barrel is the bullet's tip.

[attachment deleted by admin]
Logged
On the left half of the Bell curve

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #997 on: January 24, 2017, 03:11:58 PM »

To that I could reply that this isn't a gun so the barrel is strictly needed otherwise you are mostly cooking your own crew. But more importantly this is an important mechanic of the ship: it is disproportionately strong, but unlike all other ships (except the Khalkotauroi, but that one work the same way) you can permanently disable its firepower for the battle. If the main gun could still fire after the barrel's destruction, there would be almost no point to destroy it rather than target the main hull, and it would have to be severely nerfed.

Sorry but that's a core element of the ship's design and I won't change it.
Logged
 

RandomnessInc

  • Commander
  • ***
  • Posts: 145
    • View Profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #998 on: January 25, 2017, 06:59:56 AM »

Sneak peak please? I'm already curious
Logged
May the fry be with you.

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #999 on: January 25, 2017, 10:39:13 AM »

I feel dirty...

Logged
 

Takion Kasukedo

  • Admiral
  • *****
  • Posts: 506
  • No longer drinking (Alcohol that is)
    • View Profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #1000 on: January 25, 2017, 11:45:13 AM »

I feel dirty...



It's about time...

TIME FOR MAXIMUM SHREDDING.
Logged
Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Kitfox88

  • Lieutenant
  • **
  • Posts: 51
    • View Profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #1001 on: January 28, 2017, 11:50:54 AM »

MORE

DAKKA
Logged

Tufted Titmouse

  • Lieutenant
  • **
  • Posts: 69
  • Fire the missiles. All of them.
    • View Profile
Re: [0.7.2a] Scy V1.1 (06/01/2017)
« Reply #1002 on: January 29, 2017, 02:28:05 AM »

Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.7.2a] Scy V1.10 (06/01/2017)
« Reply #1003 on: January 30, 2017, 10:12:56 AM »

Slightly bigger patch to further improve the competitiveness of Scy in the tournament. Expect AI controlled Scyan ships to behave better. Plus one candy in the form of a large mount minigun, enjoy!

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


CHANGELOG:
Spoiler
V1.11

NEW CONTENT:
 - Twin Heavy Miniguns:
   . Because why the hell not!

BALANCING:
 - Zone Scorcher:
   . Faster cluster explosions.
   . AOE radius slightly reduced, but the damage is uniform rather than concentrated to the middle.
   . Area radius is now slightly dependent of the crew level.
 - Talos Stasis' Shield:
   . Now only halve the acceleration instead of reducing it to 0.
   . Deployed time increased to 3s from 2s, cool-down increased to 8s from 6s.
 - Laser Torpedoes:
   . Damage type switched back to Energy from High Explosive.
   . Second Stage benefits from hullmods changed:
        ECCM reduces the beams' spreading,
        Advanced Optics increases the detonation range, base detonation range reduced,
        ITU no longer increases the beams length.
   . Significant buff to the beams' damage.
 - Sygere:
   . Now has built-in ECCM to better use their rockets.
 - Rockets:
   . Turn-rate increased to 90deg/s from 60.
 - Singularity Torpedoes:
   . Raised the pull force by 20%
   . Raised the cool-down to 15s from 10s,
   . Improved the effect against missiles,
   . Slightly improved the effect against strikecrafts,
   . Vastly reduced the effect against projectiles.
 - Noso wing:
   . Light lance burst damage halved to 217 energy,
   . Light lance cooldown reduced to 1.5s from 2s.

BUGFIXES/IMPROVEMENT:
 - Venting AI:
   . Scyan ships should be slightly more cautious when venting while within the enemy weapons range.
   . Scyan ships should be slightly less prone to immediately vent when the nearby enemies are venting or overloaded while using aggressive or steady personalities.
 - Auxiliary Thrusters:
   . AI switched to Maneuvering Jets instead of Burn Drive.
 - Lion's Hide:
   . Now disable all modular weapons to prevent long standing bugs with beam weapons while the system is active.
[close]

Please note that for this weapon to appear on random variants with Dynasector you'll need to replace the weapon_catagories.csv with the one included in the archive. Dynasector is now updated.
« Last Edit: February 08, 2017, 12:46:31 PM by Tartiflette »
Logged
 

Takion Kasukedo

  • Admiral
  • *****
  • Posts: 506
  • No longer drinking (Alcohol that is)
    • View Profile
Re: [0.7.2a] Scy V1.10 (06/01/2017)
« Reply #1004 on: January 30, 2017, 05:14:31 PM »

Slightly bigger patch to further improve the competitiveness of Scy in the tournament. Expect AI controlled Scyan ships to behave better. Plus one candy in the form of a large mount minigun, enjoy!

DOWNLOAD
REQUIREMENT
Mod:

You're tearing me apart, Nemean Lion!



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


CHANGELOG:
Spoiler
V1.11

NEW CONTENT:
 - Twin Heavy Miniguns:
   . Because why the hell not!

BALANCING:
 - Zone Scorcher:
   . Faster cluster explosions.
   . AOE radius slightly reduced, but the damage is uniform rather than concentrated to the middle.
   . Area radius is now slightly dependent of the crew level.
 - Talos Stasis' Shield:
   . Now only halve the acceleration instead of reducing it to 0.
   . Deployed time increased to 3s from 2s, cool-down increased to 8s from 6s.
 - Laser Torpedoes:
   . Damage type switched back to Energy from High Explosive.
   . Second Stage benefits from hullmods changed:
        ECCM reduces the beams' spreading,
        Advanced Optics increases the detonation range, base detonation range reduced,
        ITU no longer increases the beams length.
   . Significant buff to the beams' damage.
 - Sygere:
   . Now has built-in ECCM to better use their rockets.
 - Rockets:
   . Turn-rate increased to 90deg/s from 60.
 - Singularity Torpedoes:
   . Raised the pull force by 20%
   . Raised the cool-down to 15s from 10s,
   . Improved the effect against missiles,
   . Slightly improved the effect against strikecrafts,
   . Vastly reduced the effect against projectiles.
 - Noso wing:
   . Light lance burst damage halved to 217 energy,
   . Light lance cooldown reduced to 1.5s from 2s.

BUGFIXES/IMPROVEMENT:
 - Venting AI:
   . Scyan ships should be slightly more cautious when venting while within the enemy weapons range.
   . Scyan ships should be slightly less prone to immediately vent when the nearby enemies are venting or overloaded while using aggressive or steady personalities.
 - Auxiliary Thrusters:
   . AI switched to Maneuvering Jets instead of Burn Drive.
 - Lion's Hide:
   . Now disable all modular weapons to prevent long standing bugs with beam weapons while the system is active.
[close]

Please note that for this weapon to appear on random variants with Dynasector you'll need to replace the weapon_catagories.csv with the one included in the archive.
Logged
Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.
Pages: 1 ... 65 66 [67] 68 69 ... 98