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Author Topic: [0.9.1a] Scy V1.61RC2 (2020/09/19)  (Read 695333 times)

Tartiflette

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Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1275 on: July 11, 2020, 01:31:58 AM »

If you take into account the built-in large weapon, it's a bit much. There is so much room to exploit non-Scy missiles.
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Chikanuk

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Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1276 on: July 11, 2020, 02:13:37 AM »

This build in one is large weapon? Cuz in battle this one didnt do as much impact as, for example one Squall. Decent weapon "for free" but not very powerful.
Well, hope you right and after rework will still be strong. And no point to worry about balance between mods. I dont think its even possible - balanced weapons from one mod, on balanced ships from another can end in extremely OP results.
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Tartiflette

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Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1277 on: July 11, 2020, 07:05:14 AM »

The built-in is slightly worse than a squall, but it also has infinite ammo. And I'm not even talking about mods here, just using some good kinetic gun and two vanilla cyclones will make the Boar quite a beast.
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Smargoos

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Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1278 on: July 11, 2020, 02:45:56 PM »

How is scyan engineering supposed to work flux wise? The actual effects don't seem to match the wording at all. Are the flux reserves and dissipation changes only meant to build into the hull base stats? They don't seem to actually affect anything. The listed venting bonus is smaller than it actually is. The venting multiplier seems to vary between 7 and 5.5. It is probably based on hull size. Which is a lot higher than the advertised multiplier of 4 if the bonus is meant to be multiplicative.
« Last Edit: July 11, 2020, 02:51:34 PM by Smargoos »
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Zuishsr

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Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1279 on: July 14, 2020, 04:41:54 PM »

since downloading this mod, ship fleet point values are skewed once the battle begins, itll go from saying i selected 250 pts worth of ships to somewhere around 325 pts.
I have a feeling the fighters may have an accidental points value added to them
however im kinda stupid, so this may be incorrect, ive just noticed the issue getting better or worse when adding or taking away Scy fighters
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Tartiflette

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Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1280 on: July 14, 2020, 10:22:04 PM »

Smargoos:
The hullmod does nothing. It's just there to give general indication about what to expect from a Scyan hull. Indications are there to compare the ships' performance against an average vanilla ship.

Zuishsr:
Usually, the offset comes from armored ships because the modules cannot have 0 deployment points. I know it is weird but there is nothing I can do against it.
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R.U.A

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Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« Reply #1281 on: July 21, 2020, 11:06:17 PM »

I found that in v1.60 all armor modules in SCY gain 1 OP while in v1.58 they don't. Is that by design(eg. to solve ship with module retreating problem)?
As a result all these armors now can be select in ordanance panel and add an Extreme Modification, and then add some useful hullmods-or add some hullmods from other mods and cause an crush. Some people have feedbacks on this problem.
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Tartiflette

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1282 on: September 19, 2020, 01:11:18 PM »


This is a late post-tournament patch that also includes a couple of more significant changes:

The Erymanthian Boar got a well-deserved whack from the nerf bat: one of its large missile hardpoints is now a medium turret, but its system has been changed to Missile Forge Vats to maintain its sustained firepower.

The Nemean Lion, on the other hand, gets a new more interesting system: it can now trade range between defensive and offensive weapons. But you can still close its armor modules to reduce damage simply by holding fire.

The Panotti grenadier wing gets introduced, and provide a dirt-cheap anti-ship option for dealing with early game pirates and derelicts.

This update MAY break saves. Please backup your current version of the mod if you are updating mid-campaign.
ALWAYS DELETE THE PREVIOUS VERSIONS OF A MOD BEFORE EXTRACTING THE NEW ONE.

Changelog:
1.61, the post tournament patch

 - Added Panotti grenadier wing:
   . Small and cheap.
   . Limited payload but much faster than your average bomber.
   . Imagine a Piranha that could hit reliably (isn't that terrifying).
 - Added support for Industrial Evolution.

BALANCING:
 - Erymanthian Boar rework:
   . Lost one large missile hardpoint, but gained a medium missile turret.
   . System changed to Missile Forge Vats from Radar Ping,
   . Now has permanent double sensor range.
 - Nemean Lion rework:
   . New system allowing to trade range increases between offensive and defensive weapons,
   . Holding fire toggles the "Lion's Hide" with improved damage reduction. (AI ships won't use that yet)
 - Ker bomber OP cost raised to 22 from 18.
 - Corocotta deployment cost raised to 20 from 16.
 - ORION Artillery has yet again changed: it is now "just" a smart gun with weak tracking. (probably a coping measure before I remove it entirely)
 - Phase Torpedo Launcher:
   . Now deploys a mine with significant AOE when emerging from phase.
 - Arc Missile Rack OP reduced to 4 from 5.
 - Arc Missile Pod no longer has any flux cost to fire.
 - Anti-missiles Pad:
   . Increased burst firerate to 2 rpm from 0.66,
   . Increased ammor regen rate to 2 every 5s from 1 every 5s,
   . OP reduced to 10 from 12.
 - Nano-needle Minigun Mk3:
   . Fragmentation dps increased to 1000 from 800,
   . Extra damage raised to 300 energy dps from 200,
   . Range increased to 900 from 800.
 - Laser Torpedoes:
   . Now will detonate on direct impacts for half its rated damage.
 - Ultra-Heavy Energy Blaster:
   . Range extended to 750 from 700,
   . Fires in volley instead of staggered salvos.
   . Flux efficiency improved to 1.2 from 1.33.
 - Ricochet Gun:
   . Flux efficiency improved to 1.33 from 1.5.
 - Heavy Modular Swarmer:
   . Ammo raised to 600 from 360.
 - Coasting Missile Pod:
   . Ammo raised to 20 from 16,
   . Range increased to 10k from 6.

BUGFIXES/IMPROVEMENTS:
 - Fixed a couple of miss-aligned weapons on the Dracanae.
 - Scy's compiled strings are now using the vanilla system instead of a custom one. (my apologies to translators for that change, but at least it's an easy change to make)
 - Updated support for Version Checker.
[close]

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Nextia

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1283 on: September 24, 2020, 06:59:15 AM »

Currently getting a crash on game launch related to Scy, seems as though it's to do with the latest update with the panotti-

Spoiler
19239 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Applying data from ship_data.csv to [SCY_stygere]
19239 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Applying data from ship_data.csv to [SCY_ker]
19239 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Applying data from ship_data.csv to [SCY_eris]
19239 [Thread-4] WARN  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull [SCY_panotti] from ship_data.csv not found in store
19335 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.ShipHullSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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]

Never mind, re-downloaded the mod again and it magically had the panotti ship file and now launches just fine.
« Last Edit: September 24, 2020, 07:06:18 AM by Nextia »
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Manually applicable D-Mod-like-hullmods, for when blowing ships to hell isn't fast enough

k2arim99

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1284 on: September 30, 2020, 03:35:24 PM »

getting a crash on the last update
Code
57035 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.SCY_modPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.SCY_modPlugin]
        at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.SCY_modPlugin
        at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        ... 2 more
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k2arim99

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1285 on: September 30, 2020, 05:21:00 PM »

sorry after redownloading the file from a mirror i solved it, sorry for the rubbish report, just a question
is there a way to update midcampaign??
Code
90919 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0001] not found on hull [SCY_erymanthianboar]
java.lang.RuntimeException: Slot id [WS0001] not found on hull [SCY_erymanthianboar]
        at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
        at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
        at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
        at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
        at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
        at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
        at com.fs.graphics.LayeredRenderer.render(Unknown Source)
        at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
        at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
        at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
        at com.fs.starfarer.BaseGameState.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)
i get this that i suppose is because i updated mid campaign
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Tartiflette

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1286 on: September 30, 2020, 11:55:10 PM »

Yeah, you hit the one case where you can't update the mod mid-campaign. If you have that Erymanthian boar in your fleet or storage right now, you could try to revert the mod, remove all weapons from the ship, saving then updating but that's not a guarantee it will work either.
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k2arim99

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1287 on: October 03, 2020, 09:12:49 AM »

oh well i will wait the next campaign to update, thanks!
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e

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1288 on: October 03, 2020, 10:34:34 PM »

I was playing around with the faction and at some point noticed they almost always have lots of officers and they are almost all lvl 20, then checked one of their colonies and also saw they have max fleet size and max quality, so basically max EVERYTHING. i checked their doctrine in the "world/faction/SCY.faction" file and found this:

Spoiler
        "officerQuality":8,
        "shipQuality":9,
        "numShips":5,
[close]

This doesn't seem right... I just wanna confirm if this is intended or not.
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Tartiflette

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Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« Reply #1289 on: October 04, 2020, 03:26:02 AM »

It is because otherwise their fleets get stomped by a sneeze in auto-resolve battles.
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