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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - prav

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Mods / Re: [0.95a] prv Starworks v21 (2021-05-08)
« on: July 28, 2021, 05:08:10 AM »

I am getting a crash that happens every time a ship of mine hits a certain percentage of flux. I believe that it may be due to a bug with the arcfault ejector hullmod. Here is the script from starsector.log: [...]

Is there a workaround to this bug?

It may happen when a ship has no weapons. Workaround: equip at least one weapon. Next release will include a fix, thanks for the report.

Personally I found this behavior both useful to design around and intuitive to use. A hybrid weapon is a hybrid weapon, which naturally switches which mounts can take it one step along the weapon type "circle".

Mods / Re: [0.95a] prv Starworks v21 (2021-05-08)
« on: May 30, 2021, 04:25:49 PM »
I seem to have a problem with the laboratory complex: I have a colony, but haven't built the lab. Closest thing I did was hover over the option in the build menu while browsing for something to construct. Yet somehow my colony is suffering from the stability reductions caused by the lab. Is this a known issue? Can I do something about it?

Thanks, I found the error. Will be fixed next release.

In the meantime you can clear the debuff by running this command in the console:
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {market.getStability().unmodify("ind_prv_labs" + "lux");market.getStability().unmodify("ind_prv_labs" + "drug");market.getStability().unmodify("ind_prv_labs" + "wep");}
Note that it will reapply again on hover, if given chance.

General Discussion / Re: High Scatter Amplification's impact?
« on: May 28, 2021, 04:17:12 PM »
The range penalty is so hefty that the question immediately becomes "Why wouldn't I just use a pulse laser?"

There is no answer. Just use a pulse laser. I do not believe the hullmod is good enough to use even in corner cases, or at least, not except for the novelty factor.

With mods there may be a ship or two that wants to try hardflux tachlances.

General Discussion / Re: Ship size vs weapon size
« on: May 28, 2021, 04:11:21 PM »
But hey, we're looking at them from the top down, maybe those ships are really tall?

From the concept art the ships are generally fairly flat.

Mods / [0.95a] prv Starworks v21 (2021-05-08)
« on: May 08, 2021, 01:08:44 PM »


Added the Berguv MIRV Launcher
- A medium-sized finisher weapon with moderate homing ability.
- Used by the prv.

Added the Brytare Rocket Launcher and Brytare Rocket Pod
- Launch orienting rockets. The heavy barrage is good at overwhelming the defenses of slower ships.
- Used by the Rust Belt, and the occasional independent captain.

Gravity Well
- Recharge rate reduced by 33%, to one charge per 10 seconds.

Swarm Hosts
- Target Designator now applies a brief debuff to the target, increasing damage taken and reducing autoaim accuracy.
- Target Designator now automatically sets wings to engage while fired. Reverts to the previous setting afterwards.
- Added a fitting hint and an explanatory line to the Swarm Host and Intangible hullmods, respectively.

- Rust Belt starting relationship with the Hegemony improved to suspicious.
- Debris Belts can now spawn in the sector fringes on new campaigns.
- Reduced Aska (LC) spawn rate in LC fleets by two thirds.
- Removed Skära from the Rust Belt package, it is now rare-drop only.
-- Rusters will continue using the ship as usual. Other factions will no longer use it.
- Added some items to the Mercenary table of equipment.
- Removed the Ion Cannon from the prv's table of equipment.
- prv doctrine switchups will now also affect their weapon preferences.

Added as potential Historian targets
- Skrål Wing
- Oklang Wing
- Ballebo
- Is
- Vålnad
- Gryning
- Akers Denova
- Rörsångare Torpedo

Fixed an error where Fräsare-family explosions were significantly larger than intended.
Touched up the Sinne sprite in a couple of spots.
Kite (prv) codex now accurately reflects its new fighter loadout.
Tweaked the color-picking logic for the Arcfault Ejector.
Fixed Rök (P) weapon arc error on one of the small ballistic mounts.
Adjusted the missile attachment points for the Berguv Launcher.
Kakafoni spawn category shifted to carrierMedium.
Flares will no longer be affected by gravitic effects.
Adjusted the death vfx and sfx of Integrated Swarms.
Added some code hardening to Blast Heater to hunt down a very rare NPE.

General Discussion / Re: Carriers mid-late game
« on: May 05, 2021, 12:53:31 AM »
If the AI wouldn't send them head-in first into the thickest blob of ships it can find, then maybe they would be better.

What I'm seeing fairly often in larger battles is fighter groups being sent past the primary line blob, to attack a supposedly exposed ship behind the line.

A great move, if the fighters would actually survive going past that much PD firepower. But they all die, accomplishing absolutely nothing.

General Discussion / Re: Carriers mid-late game
« on: May 04, 2021, 01:21:28 PM »
I get considerably more performance out of my Legion XIV's two Hurricanes than I do out of its four fighter wings. Is this where the Legion XIV is supposed to get most of its power?

Suggestions / Re: Tempest Nerf Options
« on: May 04, 2021, 01:38:50 AM »
If you just add at random two Tempests or three Wolves to my fleet at the start of battle I don't particularly care which ones I get. Give me two officers to go with the ships and the choice is easy, however.

Mods / Re: [0.95a] prv Starworks v20 (2021-05-01)
« on: May 02, 2021, 10:21:56 AM »


- Fixed a bug with Gengångare Reversion Core forgetting its memory state.

Mods / Re: [0.95a] prv Starworks v20 (2021-05-01)
« on: May 02, 2021, 10:11:48 AM »
Yes of course I'll look into it.

Mods / Re: [0.95a] prv Starworks v20 (2021-05-01)
« on: May 02, 2021, 12:09:53 AM »
I downloaded new version, started new game and after 15-20 min, I got this:

I was unable to replicate the crash, and thorough code investigation only suggested one very odd cause, which I've now hopefully fixed, download in the post above. Do you remember if you were in hyperspace at the time?

Mods / Re: [0.95a] prv Starworks v20.1 (2021-05-01)
« on: May 01, 2021, 09:44:12 AM »


- Fixed a bug with Gengångare Reversion Core forgetting its memory state.


- Added exception handling for a suspected crash involving the Debris Belt terrain.

MAY NOT BE SAVEGAME COMPATIBLE. Depends on your campaign state.

Reintegrated GraphicsLib, it is once again a dependency.
- While GraphicsLib must be present and activated in the mod manager, its shaders do not need to be enabled.

Added the Sinne frigate
- An advanced pack leader that can channel its flux level into a potent attack.
-- Largely replaces the Gryning.

- Weapon replaced with Brytare SRM
-- Fires a group of explosive rockets which will orient themselves and then head straight for the target.
- Top speed increased to 160.
- Phase cost reduced by 25%.

Gravity Effects
- Fixed a bug that gave area push effects diminishing returns depending on how many entities were affected.
- Adjusted the push force of several effects to account for this.

Bergslag (P)
- Added Advanced Ground Support Package hullmod.

- System changed to Phase Recall.

Eld, Eldsjäl
- Turn acceleration increased to 60°/s.

- Greatly reduced spawn rate. They will now be very rare ships.

- Maintenance and recovery cost increased to 10.
- Small hybrid hardpoint switched to medium composite.
- Significant across-the board buffs to most stats.
- Minor sprite tweaks.

Tarsus (prv), Gemini (prv),
- Now retain the base model's Civilian Grade Hull hullmod.

Kite (prv)
- Wings replaced by a single wing of 4 Oklang drones in support formation.
- Added Civilian-grade Hull, Militarized Subsystems hullmods.
- Maintenance and recovery cost increased to 3.

Ljungeld, Ljungeld (Damaged), Ljungeld (Prototype)
- Improved vfx.

Jursla, Vakt
- No longer receives a turn rate boost while idle.

Spatterflamer, Punktskydd Cluster
- No longer receives a turn rate boost while idle.
- Base turning rate tripled.

- Tooltip updated

- Anomaly count increased to 9.
- Tooltip updated.

- Anomaly count increased to 9.
- Tooltip updated.

Linjär PK
- Temporarily removed, though you may find one in some odd corners of the sector.
- Will return, possibly split into two weapons.

- Sprite updated.

Fusion Burster
- Improved vfx.

- Armor increased by 300%.

Missljud Wing, Oklang Wing, Buddy Wing
- Can now be installed on automated ships.

Gravity Shield
- Will no longer overload ships at extremely high flux loads.

Disruption Zone
- Now uses a nebula cloud visual effect.

Tensor Drive, Heavy Tensor Drive
- Improved visual effect.

Phase Recall
- Now uses charges.
- 2 charges base, 3 with Systems Mastery.
- 40 second recharge rate.
- Cooldown reduced to 10 seconds.

Heavy Phase Teleporter
- Cooldown increased to 10 seconds.
-- System's Mastery cooldown is 6,67 seconds, marginally faster than in 0.91a.

Asolute Territory Field
- Cooldown increased to 15 seconds.
- Once again deals damage.

Reactive Emitter
- Damage increased by 33%.
- Range increased by 40%.
- 7 second cooldown added.
-- 50% uptime.

Unstable Thrusters
- Flameout chance reduced by 33%.

Arcfault Ejector
- OP cost reduced to 4/8/15/25.
- Now displays a visual effect when the ship is near overloading.
- Once again deals damage.

Laboratory Complex
- Can now be raided for blueprints.
- Can now be constructed by the player.
- R&D market inventory spiced up.
- Tariffs increased by 50%, unless the market is player-owned.
- Now receives bonuses from story-point Improvement and installed alpha cores.
- Production and resource demand reduced by 1 across the board.
- No longer recieves a stability penalty from production of illegal goods if the market is a freeport.
- UI improvements.
- Added "heavyindustry" tag to bypass a vanilla bug.

- Attack positions offsets adjusted.

Mod interoperability
- GraphicsLib
-- Disabled self-destruct effect for most missiles.
- Commissioned Crews
-- Belt Spirit no longer reduces the CR of automated ships.
-- Belt Spirit CR penalty reduced to 10%.
- Console Commands
-- Added the CheckVariantOPUsage command, which prints any ship variants belonging to a specified manufacturer which use too many or too few OP.
--- Very useful if you're a modder. Not very useful if you're not.
- Nexerelin
- Fixed some oddities with starting relationships.

- The Rust Belt now offer commissions.
- Utbo will no longer suffer polution from its orbital nanoforge.

Kratul System
- Fristad population size reduced to 4.
- Fristad and Inner JP orbits swapped.
- Outer JP is now slightly further from Outer Yard.
- Fleets will now lurk in the debris belts of Kratul. Some are harmless. Others are quite dangerous.
- Removed the lesser asteroid fields from Kratul. The great belts remain.

Kylan System
- Tordehus population size reduced to 5.
- Now has a slightly larger clearing in hyperspace.

Hullmod OP costs in capital hulls rounded off to the nearest 5 OP.
Arc Smelter description now explicitly states that you get metals of the same quality as that of the ore used.
Reduced the frequency of prv doctrine switchups by 67%, doubled intel lifetime. Tweaked wording.
Adjusted the codex entries of all fighter-exclusive weapons.
The Aska (LC) is no longer part of the Luddic Church BP package. The blueprint is now rare-drop (or raid) only.
-- The Church still uses the ship.
Fixed a bug that could sometimes cause the Karbid to fail to engage its blade against foes that were unworthy of its attention.
Fixed a crash that would occur if the Bergtagen activated its system while equipped with more than 5 weapon groups.
Fixed a crash that would occur when spawning an Integrated Swarm if there were fighters present which did not have a carrier mothership.
Fixed Is hardpoint location.
Adjusted Gravpjäs barrel offsets.
Adjusted Command Implants combat infotext.
Adjusted Berguv, Berguv Launcher autofit hints.
War Syndicates will no longer spawn additional blueprints if the player has already learned the industry.
War Syndicate growth will no longer create intel notifications during campaign creation.
Reduced the tier of Skrän and Missljud wings to 0 and 1 respectively.
Gravanchor now accounts for the ship's own collision radius.
Slightly reduced the brightness of the Jursla beam and increased particle density.

   at scripts.hullmods.prv_gengangare.recallFighters(

Someone is spawning source-less fighters. Which I suppose is allowed. Might even be Alex.

Thank you. Fixed.

General Discussion / Re: Fragmentation got left behind?
« on: April 30, 2021, 12:13:55 AM »
Frag is energy damage with a bonus against hull.

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