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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Astarat

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46
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« on: January 16, 2023, 01:07:01 PM »
Identical crash upon attempting to add VIC-X14 Nybas, VIC-C96 Jezebeth, VIC-A33 Moloch, and VIC-B49 Samael to fleet doctrine. VIC-S85 Pruflas, VIC-A01 Xaphan, VIC-B19 Kobol do not crash but I don't have the blueprints to test any other ships yet.

There is no crash when queuing any of the above ships for custom production but I have not seen the production of any VIC ships through yet.

I think my faction attempted to spawn a fleet with one of the bad frigates. I did see a Pruflas running around in a patrol safely though.


Sorry, but we couldn't replicate said bugs. Perhaps, it is the fault of some other mod. Could you please try running just the VIC and the libraries required for it and see whether it crashes in that case?

47
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« on: January 16, 2023, 12:53:42 PM »


The changelog:

...

1.5.5 Hotfix Changelog

     
-    Fixed the elusive "fighter" crash when fighting VIC fleets
     
-    Fixed fighter engine trails staying around for a long time
     
-    Fixed Apollyon's Quantum Lunge instigating funny accidents
     
-    Fixed the target ship variant for one of the bounties (the smaller one)

[close]


48
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« on: January 11, 2023, 10:11:31 PM »
Big thanks for the reports to all, we'll investigate.

49
Awesome, big thanks!

50
The slots themselves are of built-in type, but don't have any of the weapons defined in them in the ship file initially, yes, because otherwise the whole thing just doesn't work. The weapons are added via the hullmod afterwards, as its script does. Sorry if it all sounds a bit dumb because I'm not versed in coding myself and used the script with the permission from the original author, who has the same problem with their version as well.

51
Oh hmm. Looking at the code, it should only give you weapons non-built-in weapon slots, and doesn't check anything aside from that - so *anything* that you had mounted in a non-built-in slot would be returned. Which seems reasonable. And this seems to work for e.g. the Onslaught, since you don't get the TPCs - any thoughts on what might be different about the setup you're talking about?
Well, it's not quite a conventional built-in weapon, there are several modded ships already like that, which have switchtable built-ins via hullmod switching, here's the script for it
https://github.com/AstaratStarsector/Starsector_VIC/blob/master/VIC/jars/src/data/hullmods/vic_gatebreakerModeSwapper.java

They still count as built-ins (the weapon slot is built-in in the ship file), they all have SYSTEM hints, they all have no_drop and no_salvage tags. At the bottom of the script there is that bit of code I've talked about that's meant to clean them up from cargo after scuttling, but they still end up there.

52
The SYSTEM hint should be used here, I think - that's more or less what it's there for. That might require making a copy of the weapon if other uses of it necessitate not having the hint.
It does have SYSTEM, yet it still ends up in the cargo regardless.

53
Suggestions / Make no_drop tag delete the weapons when scuttling the ship
« on: January 04, 2023, 01:08:16 AM »
As title says. Or, perhaps, make a new tag that just doesn't let things end up in player's cargo. The issue comes from the interchangeable built-ins on some modded ships, which when scuttled leave their built-in weapons in the player's cargo. This can be partially solved via scripts, but they don't work 100%.

54
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« on: January 03, 2023, 11:19:15 AM »


The changelog:

...

1.5.4 Hotfix Changelog

-    Now Stolas pilots are appropriately high-levelled aces
     
-    Fixed even more Oriax crashes
     
-    Removed even more debug UI from Oriax
     
-    Some small fixes to ship files to remove possible blurriness


Possible issues:

-    Devotee's weapons remain in player cargo if the ship was scuttled
     
-    Possible enigmatic crash related to fighter AI, being investigated



[close]


55
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
« on: January 03, 2023, 02:21:54 AM »
Got this error in the begining of battle.
I was using a fleet of VIC ships to attack a Hiver fleet.

That one'll be fixed in the next hotfix, stay tuned.

56
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
« on: January 02, 2023, 01:40:57 AM »
Scuttling vic_stolas_bounty drops the built-ins, but tabbing back to fleet removes them from inventory. It does not remove them from shops if they get sold before removal.
Oh, thanks! Will fix.

57
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
« on: January 01, 2023, 03:58:22 PM »
Mod info in the zip says it's version 1.5.1

Is that a typo?  ???

Uhhhh yeah, I keep forgetting to change the version numbers in the files, oops.

58
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
« on: January 01, 2023, 05:04:53 AM »


The changelog:

...

1.5.3 Hotfix Changelog



-    Fixed the crash related to Commissioned Crews



[close]


59
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.1
« on: January 01, 2023, 03:11:24 AM »
Awesome, thank you for the update!

the new botes look delicious

I must say, the new mission is hard as balls. Finally managed to do it, the ship included is SLICK as ***.

Glad you're enjoying it! Have fun!

60
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.1
« on: January 01, 2023, 03:10:53 AM »




The changelog:

...

1.5.2 Hotfix Changelog



-    Fixed Falak crash on hitting missiles
-    Fixed some extra Oriax crashes and debug interface popping up



[close]


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