Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dark.Revenant

Pages: [1] 2 3 ... 187
1
Mods / Re: [0.97a] SpeedUp 1.0.1
« on: February 10, 2024, 08:31:48 PM »
There was a mod incompatibility that was caused by the keybind for it, and there wasn't really a good alternative keybind to use for it that wasn't also an incompatibility risk.  This sort of thing is why I programmed a robust keybinding system for customization purposes...  It's not like you need to update the mod more than like once a year.

2
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: February 05, 2024, 11:01:04 PM »
Hey it seems my game (modded of course; Nexerelin, lunalib, magiclib, MoreMilitary Missions, PMMM, Starshiplegends, Hyperdrive, Adversary, Advanced Gunnery Control, Industiral Evolution, Lazy Lib, Leading pip, Illustrated entities, Graphics Lib, which mod and combat activators. All at 0.97 excluding nex, combat activators, illustrated entities and industrial evolution) is crashing due to the flare module. Logs weren't very specific when referencing it but every encounter I had where the enemy or friendly units had the flare module it crashed to desktop.



Perhaps theres' an issue with it? or would it be a different mod?

I cannot reproduce in the simulator.  Flare Gun seems to work fine.  Can you be more specific or post logs?

3
Mods / [0.97a] Ship/Weapon Pack 1.15.1
« on: February 02, 2024, 11:54:30 PM »
Not a whole lot to this update; just keeping up with the version.




Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.15.1
- Updated for Starsector 0.97a
- Added 2 OP to the LG skins for Alastor and Vigilance
- Light Phase Lance flux cost reduced by 26.67% to align with standard Phase Lance
- Removed Overdriven variant of the Archon
- Wall DP increased to 40 from 30

4
Mods / [0.97a] Underworld 1.8.3
« on: February 02, 2024, 11:52:34 PM »
Just a version update!




Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.8.3:
- Updated for Starsector 0.97a

5
Mods / [0.97a] Interstellar Imperium 2.6.4
« on: February 02, 2024, 11:47:24 PM »
Small balance patch to go along with the version update.



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.4:
- Updated for Starsector 0.97a
- No longer sends punitive expeditions; no Colony Crisis support (yet), so colony harassment outside of Nexerelin will be unlikely
- Onager MIRV Launcher:
  * Ammo decreased to 14 from 20
  * Cooldown increased to 15 from 12 seconds
- Arcus Autocannon flux/shot increased to 90 from 80
- Sagittarius Autogun flux/shot decreased to 22 from 25

6
Modding Resources / [0.97a] GraphicsLib 1.9.0
« on: February 02, 2024, 11:44:54 PM »
Nothing here except new maps for the Grendel and the various ships/weapons with updated sprites.


Download GraphicsLib 1.9.0
Also known as ShaderLib.
Download Mirror
(Requires LazyLib 2.8b)

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



WARNINGS
Certain Integrated GPUs have trouble with GraphicsLib shaders!
Use a discrete GPU or disable shaders if you have trouble.

Some GPUs and graphics drivers cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you experience this problem, disable Combat Radar or disable shaders.

Antialiasing is (mostly) not supported when using shaders!
Use 100%/200%/300% scaling, use AA compatibility mode, or disable shaders.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.9.0:
- Updated for Starsector 0.97a

7
Mods / [0.97a] SpeedUp 1.0.1
« on: February 02, 2024, 11:42:40 PM »
Minor update!


Version 1.0.1:
- Updated for Starsector 0.97a
- Removed default binding for 6x speed-up

8
Mods / [0.97a] Audio Plus 1.2.1
« on: February 02, 2024, 11:40:40 PM »
Just a version update.


Change Log
Version 1.2.1:
- Updated for Starsector 0.97a

9
Mods / [0.97a] Leading Pip 1.9.4
« on: February 02, 2024, 11:39:04 PM »
Not much to report here; just a new version!

(Requires LazyLib 2.8b)

Version 1.9.4:
- Updated for Starsector 0.97a

10
Mods / Re: [0.96a] Ship/Weapon Pack 1.15.0
« on: January 16, 2024, 10:02:05 PM »
So the Jakk Tannen quest has completely trashed my saves somehow. It wants me to go to Tribeca to talk to Da'at but he's not on the planet. It still wants me to talk to some smuggler in Hybrasil but when I open comms with her there's no options. Inevitably it will corrupt into a TBD bug and trash almost every bar I go into because Tannen is not in my fleet to dismiss. Is there any way to recover this run?

No.  Also it shouldn't even be possible to get the quest in the first place, at least not in 1.15.0.  But if you already have it, I think the run is hosed.

Hey DR, just letting you know, on the front page in the skins section you've put the new vigilance skin in the wrong section and left the old one in too.

Also you've credited me in the Lions Guard section and I didn't do any of the new ones
Fixed.

11
Mods / [0.96a] Ship/Weapon Pack 1.15.0
« on: January 07, 2024, 05:30:59 PM »
Just another yearly update.  New art and some balance adjustments.  Enjoy!


Alfonzo


BigBeans


Alfonzo


Demto


Selkie




Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.15.0
- Added a MagicBounty of questionable ship variants
  * Requires level 8+ and appears after 1 cycle
- New/updated artwork:
  * Alastor (LG), Vigilance (LG), Champion (LG), Vulture (LG), Conquest (LG), Pony (IBB Mule), Dawnstar (IBB Aurora), and Carpal (IBB Tarsus) by King Alfonzo
  * Fracture (IBB Sunder), Phillipshead (IBB Hammerhead), and Lightning Gun by Demto
  * Zeus (IBB Paragon) by Selkie
  * Albatross by BigBeans
- New Lion's Guard skins: Alastor (LG) and Vulture (LG)
- Carpal (IBB Tarsus) reworked, new layout and LIDAR Array + Damper Field systems
- Lightning Gun visual enhancement
- Trebuchet LRM:
  * Fixed the damage to the target - the extra EMP arc wasn't doing non-EMP damage, now it does proper Energy damage like it's supposed to
  * Base damage and EMP increased to 1000/1500 from 900/900
  * Ammo halved to 15 from 30 (reminder: no regen)
  * Visual enhancement
- Ion Torpedo:
  * Increased AOE radius to 350 from 300
  * Fixed the damage to the target - the extra EMP arcs were doing Fragmentation damage, now it does Energy damage like it's supposed to
  * Visual enhancement
- Heavy Ion Blaster:
  * Now does fragmentation damage, rather than energy damage
  * Brightened the lights
- Drake armor increased to 50 from 40, top speed increased to 250 from 225, maneuverability slightly increased
  * Weapon reworked for more effectiveness: high spread, shorter cooldown, 50% more damage
  * Now has Decoy Flare Launcher (Single)
- Excelsior will not absorb projectiles/missiles from weapons with the "dummy_proj" tag, nor GAS_CLOUD projectiles
- Fixed issue where you could inadvertently install Extreme Modifications on a ship with more than the maximum number of s-mods (e.g., by capturing it), permanently worsening the ship for no benefit
- El Psi bounty no longer spawns Guardians
- Duel of the Century mission no longer ends prematurely via retreat order
  * Updated mod-added frigate replacements
- Minor description fix for Extreme Modifications
- Bug fix related to drone fighters/ships AI
- Slight performance optimization when SWP weapons/ships are not present in a battle

12
Mods / [0.96a] Interstellar Imperium 2.6.3
« on: January 07, 2024, 05:30:44 PM »
Just a small update to go with this wave.



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.3:
- Tweaked Basileus system AI
- Additional stats adjustments for Yamato
- Fixed critical issue with Nexerelin integration

13
Modding Resources / [0.96a] GraphicsLib 1.8.0
« on: January 07, 2024, 05:30:33 PM »
Performance and API update!  If you have problems with chunked or hulked ships, this might help, especially with the 'optimizeNormals' graphics option.


Download GraphicsLib 1.8.0
Also known as ShaderLib.
Download Mirror
(Requires LazyLib 2.8)

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



WARNINGS
Certain Integrated GPUs have trouble with GraphicsLib shaders!
Use a discrete GPU or disable shaders if you have trouble.

Some GPUs and graphics drivers cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you experience this problem, disable Combat Radar or disable shaders.

Antialiasing is (mostly) not supported when using shaders!
Use 100%/200%/300% scaling, use AA compatibility mode, or disable shaders.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.8.0
- Updated for Starsector 0.96a RC10
- No more '!!!'
- Adjusted/fixed behavior of dead ships regarding surface maps
- Added 'optimizeNormals' option to the settings for slightly better performance in some situations
- API expansion for RippleDistortion and WaveDistortion
- A default white directional sun-light is now visible in non-campaign battles (simulator, missions)
- Various private variables in RippleDistortion, WaveDistortion, and StandardLight changed to protected
- Improved performance of ship chunks (vanilla tessellation issue solved via caching)
- Added "shaderlib_do_not_render" custom data key, which applies to anything that has custom data, to completely ignore that entity for lighting purposes (improves performance, especially for ships)

14
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: December 10, 2023, 12:05:25 PM »
can you fix the cathedral ship burn light not showing in the map?  :)

Engine limitation.  Pardon the pun.

Could someone tell me the least buggy path through the currently incomplete Buried Treasure quest? cause right now, 3 of it's "talk-to-this NPC" paths are complete dead ends, and Jakk Tannen (or whatever the pirate's name is) can't be talked to after the initial encounter without running into a TBD dialgue exit, and as far as I can tell, if you stumble across the salvageable Excelsior, it's permanently stuck in mothballs and doesn't seem usable at all.

Here's the path I did. I found the unique silverhaired pirate in a bar, paid him to share the details of his old pirate buddy. He pointed me to a couple of leads: A pirate contact, a salvager contact, and I think if you have the Starsector story complete, you can talk to the TriTachyon corpo on Eochu Bres about the Tritach black site. Talk to the corpo, he'll tell you about someone named Da'at, but also I think a general location for the blacksite.
 Da'at doesn't exist yet, so that's a dead end.

Go to the blacksite, you'll find a wreckage field. There's a recording telling you what happened, and the AI in the recording points you in Da'at's direction, while you also see the Excelsior hyperfrigate fly in some compass-direction from the core worlds. Again, Da'at doesn't exist. And now, everytime you go to the bar, you have an encounter with Jakk Tannen (pirate silverhair) that deadends in a TBD dialogue exit.

Assuming you manage to find the recoverable Excelsior, Jakk will show up with his pirate fleet. You can try to tell him what happened to his pirate buddy, but that goes to a TBD. You can fight and kill him, but the Quest in your Intel tab says "any secrets he knew died with him". You can pay him instead of tell him, but the quest doesn't resolve. Taking the Excelsior to the Core worlds does nothing, and it's still stuck in Mothballs status.

Honestly, for as cool as this quest is, I wish there was a way to turn it off in this mod until it's actually completed. 
The quest isn't meant to be able to be taken.  There's no fix if you've already started it, but downloads of SWP since about 10 hours post-release should have had it disabled.

15
Mods / Re: [0.96a] Interstellar Imperium 2.6.2e
« on: October 30, 2023, 11:27:05 AM »
Reporting some odd behavior, Basileus with a Dragonfire DEM Torpedo on the medium composite hardpoint will automatically use the Micro-Forge system ability after firing just one torpedo. Full loadout: Basileus with Expanded Missile Racks and Missile Autoloader, Dragonfire DEM Torpedo (6 total), 3x Bloom-class Torpedo (9 total), piloted by officer with Missile Specialization. Tested with even just the 3 Bloom-class Torpedoes and it happens at the first volley or mid-exhaustion. Hoping you could make it activate while there's minimal or no ordinance left. Or may i suggest a flat 100% increase for all missile ordinance should the ship AI be pesky to deal with. Thanks

With no package installed, it's programmed to use the system when it can get 66% of the maximum value out of the system (or 80% if it's at high flux).  Value is basically just "how many OP worth of missiles will I reload?"  So with one Dragonfire shot, it would think it can get 6 value out of a reload, out of a maximum possible 18.  With two Dragonfire shots, or a volley of one Dragonfire plus three Blooms, it would think it can get 12 value out of a reload, which is over 66%, thus triggering the system.

Does this describe what you observed?

Pages: [1] 2 3 ... 187