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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1097672 times)

Phearlock

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Re: [0.8.1a] Scy V1.2 (15/06/2017)
« Reply #1050 on: June 15, 2017, 11:05:36 AM »

Getting a missile-triggered CTD (only seems to happen when an AI controlled ship is firing) that might be related to the latest DA/SCY (dunno about ORA) updates?
Spoiler
250650 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.ai.SCY_arcMissileAI.advance(SCY_arcMissileAI.java:85)
   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)
[close]
Arc missile crash

Spoiler
1576709 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.weapons.diableavionics_ThunderboltMissileAI.advance(diableavionics_ThunderboltMissileAI.java:71)
   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)
[close]
Thunderbolt related crash
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AtlanticAccent

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Re: [0.8.1a] Scy V1.2 (15/06/2017)
« Reply #1051 on: June 15, 2017, 11:09:12 AM »

I've had similar missile related crashes from Diable Avionics and SCY.

Here's my most recent starsector.log
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Tartiflette

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Re: [0.8.1a] Scy V1.32RC2 (15/06/2017)
« Reply #1052 on: June 15, 2017, 01:21:45 PM »

Turns out it was a mod compatibility issue. Uploaded a fixed version so download the mod again to fix this.
« Last Edit: June 15, 2017, 11:49:31 PM by Tartiflette »
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Tartiflette

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Re: [0.8.1a] Scy V1.33 (01/07/2017)
« Reply #1053 on: July 01, 2017, 11:16:32 AM »

Requires LazyWizard's LazyLib.

Small patch mostly for the 3rd Tournament

Changelog
Spoiler
1.33

BALANCING:

 - SCPB:
   . Removed the scripted Energy damage.
   . Raised the normal burst damage to 1000 from 925.
   . Reduced their regen rate to 25 per min from 30.

BUGFIXES/IMPROVEMENTS

 - Armored plates always fall off.
 - Fixed Yggdrasill wreckage experience bug.
[close]
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Bishi

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Re: [0.8.1a] Scy V1.33RC1 (01/07/2017)
« Reply #1054 on: July 06, 2017, 07:49:49 AM »

Crashed with this error today:
Mods are dynasector and the up to date and recommended mods in the dynasector list only

688770 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [SCY_minigun1_07] from category [muzzle] not found
java.lang.RuntimeException: Texture [SCY_minigun1_07] from category [muzzle] not found
   at com.fs.starfarer.settings.StarfarerSettings.class(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
   at data.scripts.plugins.SCY_muzzleFlashesPlugin.renderInWorldCoords(SCY_muzzleFlashesPlugin.java:212)
   at com.fs.starfarer.title.ooOO.K$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.Ò00000(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)
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Tartiflette

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Re: [0.8.1a] Scy V1.34 (27/09/2017)
« Reply #1055 on: September 24, 2017, 06:55:37 AM »

Requires LazyWizard's LazyLib.

Minor maintenance patch with a couple of fixes. Should not break your saves.

Changelog
Spoiler
1.34

BALANCING:

 - Oscillating Beam:
   . Range reduced to 800 from 900,
   . Oscillations start sooner with higher amplitude and frequency.

 - LVDS:
   . Increased dps to 200 from 150,
   . Reduced fire interval to 0.5s from 2s.

 - Beehive Nailer:
   . Increased the spread,
   . Doubled the damage per shot to 50 frag from 25,
   . Halved fire-rate,
   . Raised the clip size to 6 from 4.

 - Nemean Lion:
   . Ship system now also raises the speed of weapons and engines repairs,
   . Ship system now also raises sharply the passive flux dissipation rate,
   . Modules armor and hull reduced by 15%.

BUGFIXES/IMPROVEMENTS

 - Zone Scorcher AOE no longer freaks out when used on ships with out-of-bounds accuracy modifiers. 

 - (finally) Fixed a mod incompatibility regarding custom visual effects.

 - Armor modules now approximate their parent's hull and armor modifiers.

 - Removed the turret sprite from the armor's anti-missile pads due to render order issues.
[close]
« Last Edit: September 24, 2017, 09:13:39 AM by Tartiflette »
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Porkchop

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Re: [0.8.1a] Scy V1.34RC1 (27/09/2017)
« Reply #1056 on: October 02, 2017, 07:17:05 PM »

Quality of life request: ammo regeneration for the Orion Artillery. Right now it is really hard to justify bringing into a large scale battle when its DPS drops to zero after 150 seconds. I was thinking something like 60 ammo capacity with a 20 round reload every 60 seconds. That would give it the same 100 rounds of constant firing that it currently has, after which it can still do about half of its maximum DPS for the rest of the battle.
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ANGRYABOUTELVES

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Re: [0.8.1a] Scy V1.34RC1 (27/09/2017)
« Reply #1057 on: November 06, 2017, 04:09:22 AM »

The Ker bomber is overpowered. It's superior to other heavy bomber options while being less OP expensive. As an example, I'll compare it to the Trident.

Ker:
18 OP cost
2 fighters per wing
20 second refit time
750 hull integrity
50 armor
1000 capacity omni shield
150 speed
Payload: 2 Cluster Torpedoes dealing a total of 300*22 = 6600 HE damage
Other Weapons: Burst EMP Emitter, capable of instantly disabling unshielded interceptor wings.

Trident:
25 OP cost
2 fighters per wing
20 second refit time
500 hull integrity
25 armor
500 capacity omni shield
130 speed
Payload: 4 Atropos Torpedoes dealing a total of 1000*4 = 4000 HE damage
Other Weapons: Nothing.

The Ker has almost twice as much total shield/armor/hull, is faster, is much more capable of defending itself, and delivers a heavier payload for 7 less OP. The lower per-shot damage is more than made up for by the higher total damage and the Ker's other advantages. In testing vs the low-tech practice target, a.Ker wing's payload of 2 Cluster Torpedoes punches through 1750 armor about as effectively as a Trident wing's payload of 4 Atropos Torpedoes, so it's not lacking for armor penetration.

I'd recommend increasing the Ker's OP cost up to about 25 and making it more fragile than the Trident, while leaving its speed and EMP emitter alone. Maybe even bump it up to 160 speed to keep it very distinct.
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Tartiflette

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Re: [0.8.1a] Scy V1.34RC1 (27/09/2017)
« Reply #1058 on: November 06, 2017, 11:57:01 PM »

I'd say the Ker is indeed far better against a large and static target, but against anything that moves the majority of the bomblets will miss their mark. I'll also mention that the Trident is arguably overpriced and under-performing compared to other bombers. It may be a bit too strong, but not that much.
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ANGRYABOUTELVES

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Re: [0.8.1a] Scy V1.34RC1 (27/09/2017)
« Reply #1059 on: November 07, 2017, 02:19:22 AM »

Try testing a Manticore with 3 Ker wings, Expanded Deck Crew, and no other spent OP, vs it's own weight in Lashers (six). The amount of bulk Kers have allows them to get within 100 range of a Lasher and stay there without dying for long enough to EMP their engines out, opening it up for a followup close-range torpedo shot. Ker bombers will get close enough to frigates to use their Burst EMP Emitter, so packs of Ker bombers will flame frigates out and deliver close-range torpedo shots where most or all of the bomblets hit. It takes a while, but the 3x Ker Manticore will win vs 6 sim Lashers.

The Ker can't get 100% hits vs anything that's as or more maneuverable than a Falcon, but it does enough damage that it doesn't really need to.
« Last Edit: November 07, 2017, 02:43:15 AM by ANGRYABOUTELVES »
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Shrugger

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Re: [0.8.1a] Scy V1.34RC1 (27/09/2017)
« Reply #1060 on: November 07, 2017, 03:49:37 AM »

I'll agree with Tartiflette's assessment. Cluster torpedoes are good when they hit, but they rarely do with more than a small fraction of their bomblets (except against disabled targets).
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ANGRYABOUTELVES

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Re: [0.8.1a] Scy V1.34RC1 (27/09/2017)
« Reply #1061 on: November 07, 2017, 04:19:45 AM »

I'll agree with Tartiflette's assessment. Cluster torpedoes are good when they hit, but they rarely do with more than a small fraction of their bomblets (except against disabled targets).

I haven't suggested nerfing the Cluster Torpedo. I'm fine with the Cluster Torpedo's performance; the Ker itself is too good. It's too bulky, too survivable, and generally just too reliable of a delivery platform.
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Sy

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Re: [0.8.1a] Scy V1.34RC1 (27/09/2017)
« Reply #1062 on: November 07, 2017, 04:49:10 AM »

I'm fine with the Cluster Torpedo's performance; the Ker itself is too good. It's too bulky, too survivable, and generally just too reliable of a delivery platform.
that's my feeling as well.

the offensive power is fine, the lower projectile speed of the Clusters is a meaningful tradeoff, and i agree with Tarti that Trident is a little underpowered.. but Ker still has too powerful a combination of way better durability, and way better shield, and powerful defense/support system, and higher speed, and lower OP cost.

i'd the say the latter of these advantages are fine, but the hull, armor, and shield should be reduced. even if those stats were the exact same as Trident, the EMP Emitter alone would still make Ker significantly better at surviving both unshielded interceptors, and anti-fighter missiles.
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cjuicy

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Re: [0.8.1a] Scy V1.34RC1 (27/09/2017)
« Reply #1063 on: November 07, 2017, 08:53:20 AM »

I'm fine with the Cluster Torpedo's performance; the Ker itself is too good. It's too bulky, too survivable, and generally just too reliable of a delivery platform.
that's my feeling as well.

the offensive power is fine, the lower projectile speed of the Clusters is a meaningful tradeoff, and i agree with Tarti that Trident is a little underpowered.. but Ker still has too powerful a combination of way better durability, and way better shield, and powerful defense/support system, and higher speed, and lower OP cost.

i'd the say the latter of these advantages are fine, but the hull, armor, and shield should be reduced. even if those stats were the exact same as Trident, the EMP Emitter alone would still make Ker significantly better at surviving both unshielded interceptors, and anti-fighter missiles.
Ehh. I'd argue to keep the EMP and shield, but nerf hull and armor. Makes them less likely to hang around after a run to rearm, but still keeps their ability to dive in, so to speak.
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A Random Jolteon

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Re: [0.8.1a] Scy V1.34RC1 (27/09/2017)
« Reply #1064 on: November 07, 2017, 04:53:36 PM »

I'm fine with the Cluster Torpedo's performance; the Ker itself is too good. It's too bulky, too survivable, and generally just too reliable of a delivery platform.
that's my feeling as well.

the offensive power is fine, the lower projectile speed of the Clusters is a meaningful tradeoff, and i agree with Tarti that Trident is a little underpowered.. but Ker still has too powerful a combination of way better durability, and way better shield, and powerful defense/support system, and higher speed, and lower OP cost.

i'd the say the latter of these advantages are fine, but the hull, armor, and shield should be reduced. even if those stats were the exact same as Trident, the EMP Emitter alone would still make Ker significantly better at surviving both unshielded interceptors, and anti-fighter missiles.
Kinda hope you don't take away the EMP emitter. Gives it a fighting chance, and makes it so that it's not too similar to the Trident.
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