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Messages - Iriscoral

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1
Mods / Re: [0.96a] FSF Military Corporation - EN Edition
« on: December 06, 2023, 07:01:17 AM »
https://github.com/a111164i/FSF_MilitaryCompany

The original author @A111164 has merged the translation into their main fork and hosting it on their personal Github. Please use it in the meantime.

- Updated for current version!
- Some of the weapon/part names have been changed
- Translation is still rough in specific areas; will attempt to slowly fix over the next month.
- Plenty of new things added!

2
Modding / Re: Chinese Mods Translation Repository and Request Thread
« on: June 22, 2023, 02:08:46 AM »
any progress on ApproLight? Foundation of Borken?
I'm working on Borken, but its slow as I'm busy. As for Appro, plz visit the Unofficial Starsector Discord, mrmagolor has up to date ver. there.

3
Mods / Re: [0.95.1a] FSF Military Corporation - EN Edition
« on: June 13, 2023, 09:14:44 PM »
Hi there. I am wondering if there's a download for the 0.95.1a version anywhere? The original post still says it's for that version, but all downloads that I'm getting at for 0.96, which I am simply not ready to update to.
Check the Github commits, the 0.95.1a version should still be there
I have checked there and am unable to find the version you are speaking of. Only the new 0.96 stuff, not the 0.95 version.
This is the commit of Apr 26, which is the last 0.95.1a version:

https://github.com/Iriscoral/FSF_MilitaryCompany_EN/tree/1132c556727d9f34c9df9bc70f7348280f9f0aab

4
Mods / Re: [0.95.1a] FSF Military Corporation - EN Edition
« on: June 05, 2023, 01:45:41 AM »
Hi there. I am wondering if there's a download for the 0.95.1a version anywhere? The original post still says it's for that version, but all downloads that I'm getting at for 0.96, which I am simply not ready to update to.
Check the Github commits, the 0.95.1a version should still be there

I got this error
Code
8715646 [main] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.String.L.super(Unknown Source)
at com.fs.starfarer.combat.CombatMain$3.playSound(Unknown Source)
at data.scripts.weapons.aEP_high_speed_HE_shot$SplitTrigger.advanceImpl(aEP_WeaponEffect.kt:2460)
at combat.impl.aEP_BaseCombatEffect.advance(aEP_BaseCombatEffect.kt:92)
at combat.plugin.aEP_CombatEffectPlugin.advance(aEP_CombatEffectPlugin.kt:85)
at com.fs.starfarer.combat.entities.CustomCombatEntity.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)

at WeaponEffect:2460

Code
        Global.getSoundPlayer().playSound("aEP_high_speed_HE_flak",1f,0.75f,projectile.location,Vector2f(0f,0f))

is it calling a sound file that doesn't exist?
Redownload the mod.

5
FSF is up to date

I've finally completed Blue Seas Fisheries's translation, but unfortunately 0.96 got here first. Will wait for modder to get back to me b4 final update.

6
Mods / [0.96a] FSF Military Corporation - EN Edition
« on: May 28, 2023, 07:10:34 AM »
Update 3.21rc2 is here! (click to download)

Changes:

- Updated to 0.96a!
- New Wings
  - "Longspike" Heavy Fighter
  - "Assistant" Support Craft
- New weapons
  - DF-1 Heavy Reactive Armor
  - RK-107 Rocket Launcher - Medium Fragmentation Composite Weapon
  - H-37 Anti-Ship Cannon - Small High Explosive Ballistic Weapon
  - H-88 Anti-Ship Cannon - Medium High Explosive Ballistic Weapon
  - EB-300k Multi-Purpose Beam - Small High Explosive Beam Energy Weapon
- Changes to Menu missions
- SMod benefits for certain hullmods
- Extensive ship and weapon rebalances
- Sound updates and other bug fixes

Full patch notes:
3.20rc5
Added:
   Battle: First Contact
   Battle: Elimination Mission
   Weapon: DF-1 Heavy Reactive Armor
   Weapon: RK-107 Rocket Launcher - Medium Fragmentation Composite Weapon
   Weapon: H-37 Anti-Ship Cannon - Small High Explosive Ballistic Weapon
   Weapon: H-88 Anti-Ship Cannon - Medium High Explosive Ballistic Weapon
   Weapon: EB-300k Multi-Purpose Beam - Small High Explosive Beam Energy Weapon
   Wing: Longspike Heavy Fighter
   Wing: Assistant Support Craft
Balance:
   Warmpool Class:
       Burn Level 6 -> 7
   Javelin Class:
      Radar no longer provides 10% extra damage
      Radar range bonus of 80% -> 45%
      Built-in plug-in now provides a base 40% range bonus
   Decomposer Class:
      Deployment points 32->33
      Ordnance points 205 -> 200
      Built-in add-on: Salvage crane
      Shipsystem now increase the damage taken by 20% in addition to reducing the damage by 50%.
      Shipsystem causes a 15->20 reduction in readiness value
      Shipsystem cooldown 28->25
      Shipsystem extra deployment time 20->16
   Thermocline Class:
      Deployment point 36->37
      Tactical system maximum no-fire time 10->12 seconds
      Flux capacity 20,000->18,000
   Internalwave Class:
      Max speed 45->50, manoeuvrability also adjusted upwards
      Tactical system instantaneous burst speed adjusted upwards
   Pacifier Class:
      Deployment points 30->28
      Modified main gun animation
   Waterfall Class:
      Deployment point 35->33
   Stony Coral Class:
      1 Anchor ADS System built in to showcase the effects of the tactical system drone weapon
      Tactical systems can now intercept projectiles, not just missiles
      Tactical system cd 25->20
      Slightly modified mapping
   Seaweight Class:
      Deployment points 31->32
   Midstream Class:
      Slightly modified mapping
      Deployment point 22->23
   Hotspring Class:
      Slightly modified mapping
      Deployment point 24->25
      Energy dissipation 300->250
      Assembly point 150->140
      Increased energy consumption of Hotspring missiles
    Tactical system used for 2 recharges, but recovery rate is 50% of the original
      Missile slot changes, 3 former small missile slots replaced by 2 small live missile slots and 1 medium missile slot
   Depth Class:
      Deployment point 13->14
   Laminar Flow Class:
      Deployment point 12->13
   Breakwater Class:
      Hull 3000->2750
      Flux Capacity 4000->3500
      Maximum shield angle 120->240
      Shield damage reduction 90%->80% and shield angle reduction 90 degrees when Tactical System is active
   Turbulence Class:
      Flux capacity 1600->1800
   Finestream MK.II Class:
      Assembly points 60->55
        Shipsystem charges 4 -> 3
   Finestream class:
        Flux Capacity 2400->2750
    "Plumb" Heavy Fighter Wing:
        Flux Capacity 200->250
        Flux Dissipation 50->60
    "Crusher" Flying Tank Wing:
      Flux Capacity 200->500
      Main gun range changed to a fixed 1100 instead of following the mothership
   "Reinvention" Repair Drone Wing:
      Rewritten ai to increase repair capacity
   Hullmod Ablative Dissipation
      Max conversion rate 65% -> 60%
   Weapon: Scissor series
      Flux cost 200->100
      EMP damage 250->200
      Small version ammo capacity 20->24
      Medium version ammo capacity 40->48
   Weapon: Blasting Hammer Large Missile System
      Single shot damage 3900->3600
   Weapon: Harpoon Missile:
      Range 2500->3000
      Single shot damage 500->400, now hits shields for an additional 400 kinetic damage, but the extra part only deals soft flux
   Weapon: Harpoon Missile System:
      Range 2500->3000
      Single shot damage 750->500, now hits shields for an additional 500 kinetic damage, but the extra part only deals soft flux
   Weapon: AM-630 CIWS:
        Shot interval 0.1 -> 0.08333
   Weapon: AA-40 Universal Cannon:
      Maximum dispersion 8->10
      DPS unchanged, flux efficiency 1.28->1.34
   Weapon: DG-3 Large Rotary Cannon:
        Maximum dispersion 10->16
      The structure removal effect now only calculates its own damage modifier and not that of the target
   Weapon: SR-125 Revolver Autocannon:
      dph75->100
      Magnitude efficiency 1.1 -> 1.13
   Weapon: Lightning Disruptor Cannon
      Shield maintenance growth debuff no longer has a maximum stacking limit
      Debuff duration 8->5 seconds
      debuff has additional energy per second 10->16
      Ammo return per second 8->6
   Weapon: Gustav Cannon:
      Second projectile now spawns on fire, not on hit
Other:   
   Fixed inaccurate description of Launch Platform Design
   Firing cruise missiles in combat now gives priority to targets locked by the mothership
   Removed Weapon: EMP Pike
   Removed weapon: Suppression Needle series
   Removed weapon: Trauma Cannon
   Compensation has been added for missile-launched live weapons with eccm installed, which no longer results in a reduction in actual range
   The launch platform design is no longer compatible with the missile autoloader
   Fixed an issue where entry acceleration would hit a ship in front of you

[close]

3.21rc2
Balance:
   Javelin Class:
        Central 2 medium synergy slots changed to medium universal
      Tactical system flux energy cost 1200->800 per second
      Tactical system enemy weapon flux energy cost increased by 100% -> 200%
    Midstream Class:
      Deployment point 23->22
    Pacifier Class:
      Deployment point 28->27
      Main gun has 2 beam pre-targeting trajectories when aimed
      Main gun projectile can penetrate fighters and missiles and can continue to advance
      Main gun projectile explosion range increased
      Main gun damage 2000->2500
   Thermocline Class:
      Deployment point 37->36
   Stony Coral Class:
      Ship carries ADS system no longer in the defence platform variant, has higher ammunition return rate
   Ocean Ridge Class:
      Deployment point 11->12
      Tactical systems fire less, but have greater single shot fuse range/damage, total damage remains the same
   Surgewave class:
      Shield damage reduction 50%->60%
      Shipsystem no longer reduces shield angle when activated
      Shipsystem arc damage 50->150, damage type energy-> fragmentation, better anti-missile
      Shipsystem range 600->700
    Weapon: AA-40 Universal Cannon:
      Single shot amplitude energy consumption 335->340, weapon efficiency 1.34->1.36
   Weapon: SR-125 Automatic Revolver Cannon:
      Renamed ZT-125 bAutomatic Revolver Cannon
        dph100->150, weapon efficiency 1.12->1.2
   Weapon: "Boom" Explosive Spear:
      Weapon type changed to Missile
      Slot type changed to generic
      Assembly point 0->1
      Maximum ammunition reserve is no longer limited to 1
   Weapon: Harpoon series:
        No longer has a safe distance and will not fly over enemies at close range
    Weapon: Blasting Hammer Series:
        Slightly reduced the duration of the trails
        Slight increase in acceleration speed
    Plug-in: Controlled shield:
      Damage reduction 25% -> 50%
      Minimum trigger range has been significantly increased
    Plug-in: Hot-fill ammunition system:
         SMod benefit: 50% ammo regain speed for live and energy weapons
    Plug-in: Vanguard Hull:
        Smod Benefit: Reduced trigger probability, increased damage reduction per trigger
    Plug-in: FSF Hull Design:
        Provides a 30 bonus to top speed and acceleration at low flux

Other:
   Uses an updated drone generation method that no longer leaves a mark on the deployment panel
   Weapon reboot system no longer provides ammo return rate for magazine-based weapons
   Replaced the sound effects of some weapons
[close]

7
Modding / Re: [0.95.1a] Traversers' Design Bureau
« on: May 18, 2023, 12:39:01 AM »
Will this get a 0.96 update soon?
As of writing, it has yet to be updated to 0.96.

8
Modding / Re: [0.95.1a] Traversers' Design Bureau
« on: April 21, 2023, 03:00:40 AM »
Update 1.3.1 is here! (Click to Download)

New Content:
- New Ships
-- Fractocumulus-Class EW Destroyer
- New Hullmod
-- Anemometer Emergency Reconfiguration System

Reworks:
- Coldwave Mine Launcher is now the Coldwave Drone Launcher Module
-- Launches the Photophobia-class Drone
- Sunshower/Torrent
-- Hangar Bays now freed up; capable of using other strikecraft
- Greywind's skill has been reworked

plus various other graphical changes and balances.

9
Mods / Re: [0.95.1a] FSF Military Corporation - EN Edition
« on: April 21, 2023, 01:57:40 AM »
Update 3.19 is here! (click to download)

Changes:

-New Ships:
-- Pacifier-Class Cruiser
-- Surgewave-Class Destroyer
-- Depth-Class Destroyer
New hullmods:
-- Line-Matrix Targeting
-- Ablative Dissipation
-Various new weapons/fighter wings
-New mission content
-Graphical changes

3.19 update patch notes from CN (note that we skipped two whole patches, so there's some missing info here
3.19
Balance:
        Pacifier:
                Main gun damage reduced to 2000
                Flux capacity 10000->9000
                Flux dissipation 500->450
                Structure 10,000->9,000
                Armour 900->800
        Waterfall class:
                Tactical single maximum ejection capacity 12->15
                Structure 8000->7000
                Armour 800->700
        Seaweight class:
                Deployment point 30->31
                Body energy dissipation 400->300
                Orbital module dissipation 600->500
                Orbital modules removed from launch platform design built-in inserts
                Built in Guardslink, link change time 12->15 (does not affect sold version of Guardslink)
        Stony Coral class:
                Deployment point 33->34
                Extreme speed 50->45
                Tactical system cooldown 30->25, PD weapon reserve for defence platforms 12->8, defence platform shield effect 0.1->0.25
        Ocean Ridge Class:
                Deployment points 10->11
                Built-in gallery cannon range 700->600, blast range 70->60, single shot power consumption 125->150
        Controlled Shields:
                Now limits the base range of all weapons to no more than 900

Added:
        Frigates: Breakwater class
        Plug-in: Cyclic Dissipation

Other:
        Modified the system AI of the Surgewave class so that it will no longer be used when the current party has friendly troops
        Fixed controlled shields flickering when encountering banned shields
        Missile platform design completely reworked
[close]

10
Mods / Re: [0.95.1a] FSF Military Corporation - EN Edition
« on: April 13, 2023, 08:27:32 AM »
In rules.csv, the row aEP_researcher_stage3_contact_greeting seems to have inappropriate conditions (overly high score for !aEP_AdvanceWeaponMission shouldStart4, and no check for whether you're talking to the actual researcher).
This came up because it's preventing completion of a mission in Nex, but I expect it breaks any contact PickGreeting rule that another mod might add.

Can you notify A111164 about the issue? Thanks!
Noted. I'll inform them ASAP.

12
Sir Hartley, I know its been months since I mentioned my frustration with the (SPOILER) in Discord, but better late than never, right?

So here are my complaints and suggestions:

Spoiler

So, the biggest complaint I have with the Automated Shipyard is that, simply put, it just doesn't really have a reward or impact in comparison to its existence and relative importance. The fundamental issue is that for all that work, just having a ship randomizer on demand is incredibly underwhelming, which is not helped by how brutal that randomizer is. Its like, to use a term, running down a gacha and not getting what you want until one hits pity. But even then, with such an imposing structure attached to the side of a star, you would expect to have an impact akin to the Coronal Hypershunt. In fact, I actually set up my base of operations in a 12 year radius around the Forge, hoping to bank off any effects similar to the Hypershunt. To say that my disappointment was immeasurable would be an understatement.

So, what do I suggest?

- Firstly, adding on a colony-related effect to the forge. I'm aware that yes, the Coronal Hypershunt itself is considered relatively underwhelming, as 5 colonies on a planet isn't much once you cross the endgame barrier to be able to contest the Hypershunt itself, and even that is an already powerful effect. What I'm proposing, as such, is either the improvement to colony fleets (allowing larger fleets, or more ships with good build-ins), or perhaps cheapening the cost of building new industries. Another would be to increase the total order capacity per month for the nearest colony, although that might go against the spirit of the concept. Perhaps, with Nexerelin integration, have it increase the fleet request budget, or improve the ships called in Grand Invasion/Defense Fleets.

- Second, some level of uniqueness. Currently, the system behind the Automated Shipyard are the same as the event that most people encounter on exploration, just with the ability to add Relic Components/Ship Components for better results. Adding either more unique, powerful built-in hullmods to ships that are generated by the shipyard, or better yet, unique, rare ships that only pop out at a certain level of investment, would certainly make the project more enticing to complete for players meeting it for a second time.

- Thirdly, reducing the randomness of the event itself. Make it a more curated experience, allowing players to select and focus specific types of ships that they want, which would increase ones' willingness to go back and slot in unwanted vessels.
[close]

So that's what I mainly have atm. I'll try and think of more options I can offer.

13
Modding / Re: [0.95.1a] Traversers' Design Bureau
« on: March 28, 2023, 04:45:34 AM »
How do I get the Synthlight, according to some people in the unnoficial discord its a bar thing but I don't know any more than that and if it is a bar thing is there any way to force it to happen using console commands?
Just get high relations with Traverser and keep popping in back at Intersection's bar whenever you can.  Its a random event. You will see it when it appears.

14
Mods / Re: [0.95.1a] Idoneus Citadel Exiles v0.42
« on: March 13, 2023, 06:08:16 PM »
I love this mod. The fact that, for a while at the start of the game, the Exiles are a Nomadic Faction, only living in a massive fleet, is something that I found to be absolutely beautiful. The ships are beautifully designed, and it's honestly just... so clear that it is a work of passion. The only question I'd have is... is it possible to make that kind of start playable? Or do you simply not know?

Either way: Thank you so much for this, keep up the good work.
Late reply, but unfortunately you can't play as the Exiled Idoneus at game start. The best I can give you is to head to whatever colony they've established and get a commission.

15
Mods / Re: [0.95.1a] FSF Military Corporation - EN Edition
« on: March 13, 2023, 06:06:39 PM »
Where do I get the experimental Waterfall-class carrier?
Spoiler
Mainly play through the Advanced Weapons Program storyline
[close]

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