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Messages - Dark.Revenant

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31
Mods / [0.96a] Interstellar Imperium 2.6.2
« on: June 24, 2023, 10:36:13 AM »
Another small update, this time including both balance and performance improvements.



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.2:
- Matriarch DP (supplies/deployment) increased to 65 from 60
- Draconarius turn rate marginally improved
- Ballista base damage reduced to 225 HE from 325 HE (was bugged to actually be 350 HE)
  * Hits on armor now have a 50% chance to do 350 additional HE damage (calculated separately)
- Prevent Byzantium from having a bugged military market due to bad cross-mod interaction (significant performance improvement in Nex)

32
Mods / Re: [0.96a] Underworld 1.8.1
« on: June 23, 2023, 07:34:25 PM »

33
Mods / [0.96a] Interstellar Imperium 2.6.1b
« on: June 23, 2023, 01:50:17 PM »
Not save-compatible.  Won't crash, but the new functionality will not work properly (it will be broken/overpowered) unless you are on a new save.  If you don't have AotD you don't need to care.



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.1b:
- Fixed malformed file causing crash on load

34
Mods / [0.96a] Interstellar Imperium 2.6.1
« on: June 23, 2023, 11:56:45 AM »
Collab with Ashes of the Domain!  Now you, too, can build the Stella Castellum...



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.1:
- Added support for player researching & building Stella Castellum via Ashes of the Domain (contributed by Kaysaar)
- Slight performance optimization when Imperium weapons/ships are not present in a battle

35
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: June 21, 2023, 08:55:15 PM »
Yo Revenant could you start uploading the mod to Nexus Mods? It would make installing and updating a lot more convenient for us Nexus Mods users. Thank you for your hard work and dedication, we appreciate you! :)
I don't have any current plans to host my mods on Nexus.  It's a non-trivial amount of effort every time I push updates, and a lot of initial setup time.

36
Mods / Re: [0.96a] Interstellar Imperium 2.6.0b
« on: June 09, 2023, 07:40:01 PM »
2.6.0 is not save-compatible with 2.5.2.

Also, always delete the mod folder before you update.

37
Mods / [0.96a] Interstellar Imperium 2.6.0b
« on: June 08, 2023, 11:48:22 PM »
Sigh...



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.0b:
- Removed Ballistic Rangefinder from Sectator
- Fixed Imperium fleet/market composition issue

38
combatFreighterCombatUseFractionWhenPriority is set to 0.2 and a large-sized combat freighter (for example the Venture) is marked Priority.  No other ships are marked Priority.

Expected behavior: 20% of cruisers will be Ventures.
Actual behavior: 100% of cruisers are Ventures.

Expected behavior is established if (in the above example), all cruiser-sized ships are marked Priority.  In effect, the Priority is overriding the CombatUseFraction; a fraction of 0 means no Ventures, a fraction of >0 means all Ventures; 0.2 is essentially identical to 1.

39
Mods / Re: [0.96a] Interstellar Imperium 2.6.0
« on: June 08, 2023, 08:20:11 PM »
As a general rule, if it’s the first update in a year and a half, you should just assume it’s not save-compatible.

40
Mods / [0.96a] Interstellar Imperium 2.6.0
« on: June 08, 2023, 12:16:28 PM »
Big balance and polishing pass, as well as a teaser of things to come...



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.0:
- Updated for Starsector 0.96a
- Campaign:
  * New/revised miscellaneous dialogue, descriptions, and interactions
  * Added special interaction for the PK mission
  * Added a meeting with a goddess...
  * Imperial Embassy behaves better in Nexerelin
    - Doesn't grow
    - Doesn't get invaded unless the Persean League (or other allied) protectors are removed
    - Automatically decivilizes if the rest of the Imperium is eliminated
  * Updated doctrine settings for Interstellar Imperium, Imperial Guard, Independents, and Mercenaries
    - Imperial Guard runs exclusively Standard / Elite variants in equal number
      * Always with one s-mod: either Imperial Elite Package or Imperial Core Upgrades
  * Minerva now controls Babylon directly in combat
  * Hadrian buffed
  * Byzantium now (randomly) sells a blueprint for the Imperium Orbital Station
    - It's no longer unlocked automatically by having high reputation, unless you're using Nexerelin Random Sector
- Imperial Packages:
  * All packages can now be s-modded
  * Packages no longer show in the picker screen for non-Imperium ships
  * Imperial Armor Package:
    - Now costs 5/10/15/25 (down from 5/10/18/30)
    - Flat armor bonus is now a flat 150 (from 50/100/150/200)
    - Now reduces the minimum armor fraction by 50% (similar fix to the Ablative Armor hullmod)
    - No s-mod bonus or penalty
  * Imperial Targeting Package:
    - Now costs 5/10/15/25 (down from 5/10/18/30)
    - Range bonus changed to 150/200/250/300 (from 100/200/300/400)
    - PD range bonus changed to 125/150/175/200 (from 100/150/200/250)
    - Speed penalty is now a flat 15 (from 20/15/10/5)
    - Zero flux speed bonus is now a flat 30 (from 30/25/20/15)
    - No longer compatible with PD Assault Conversion (Ship/Weapon Pack)
    - No s-mod bonus or penalty
  * Imperial Elite Package:
    - Now costs 10/20/30/50 (down from 10/20/35/60)
    - Speed bonus changed to 40/30/20/15 (from 30/25/20/20)
    - S-mod penalty increases DP (supplies/deploy) by 1/2/3/5
  * Imperial Core Upgrades:
    - Costs 0 OP, but doesn't do anything unless s-modded
    - Incompatible with the other packages
    - If s-modded, provides the following effects:
      * Maximum combat readiness +15%
      * Peak performance time +33%
      * Shield/phase efficiency +10%
      * Hull integrity +20%
      * Top speed +20/15/10/5 (by hull size)
      * Maneuverability +20%
- Ships:
  * Olympus:
    - Extremely rare Titan-related crash fix
    - No longer receives CR events if used in simulation
    - Firing the Titan now reduces CR only after the battle ends
    - Deployment points reduced by to 30 DP (from 50); supply cost remains the same
    - Tooltip improved
  * Barrus no longer has Civilian-grade Hull
  * Basileus:
    - OP increased to 55 from 45
    - Expanded Missile Racks is no longer built-in
  * Renamed Invictus to Triarius
    - Increased OP to 62 from 60
  * Decurion OP increased to 62 from 60
  * Interrex OP increased to 105 from 100
  * Princeps OP increased to 95 from 90
  * Caesar rear Small Hybrid slots changed to Ballistic (can install Ballistic Rangefinder)
  * Sebastos rear Small Hybrid slots changed to Ballistic (can install Ballistic Rangefinder)
  * Lynx:
    - OP increased to 100 from 95
    - CR %/deploy increased to 30
  * Maximus:
    - CR %/deploy increased to 30
    - Slight AI improvement
  * Magnum Salvo AI cares about flux level more
  * Libritor should avoid friendly fire better
  * Adamas:
    - CR %/deploy increased to 30
    - Now has Distributed Fire Control built in
    - Flux dissipation increased to 600 from 500
    - Flux capacity increased to 10000 from 8000
    - Phase cost reduced to 400 flux from 480 flux
    - Photon Blaster flux cost reduced to 200 from 225
    - Max speed increased to 90 from 80
    - Armor increased to 1400 from 1250
    - Lux Finis is no longer usable while phased
      * Therefore it no longer stabilizes phase coils; speed is slow as usual while phased at high flux
    - Lux Finis no longer provides damage reduction normally
      * Instead the ship gains a 67% damage reduction buff (90% with the Armor Package) while firing the Lightspear
    - Lux Finis speed/maneuverability bonuses are disabled while firing the Lightspear
    - Lightspear flux cost increased to 12500 from 8250
    - Lightspear damage increased to 14025 (2125 hit strength) from 8250 (1250 hit strength)
    - AI improvements
  * Slight AI improvement for Legionary
  * Fixed time scaling issue on Impulse Booster and Modified Booster
- Weapons:
  * Fundae bonus fragmentation damage increased to 175 from 140
  * Javelin ASM Pod OP reduced to 7 from 10, ammo reduced to 9 from 12
  * Scorpio Javelin Launcher OP reduced to 16 from 20, ammo reduced to 24 from 36
  * Onager MIRV Launcher ammo increased to 20 from 16
  * Pulsar weapons will not waste their charges on shields
  * Heavy Pulse Laser flux cost reduced to 200 from 220
  * Arcus Autocannon damage increased to 125 from 110, range decreased to 650 from 600
  * Siege Mortar flux cost reduced to 100 from 115
  * Lux Repeater OP reduced to 7 from 8
  * Certain weapons now pass through missiles/fighters
- Fighters:
  * Scutum will try to stay in front of the ship
  * Flamen replacement time decreased to 5 seconds from 6 seconds
  * Sectator:
    - OP increased to 5 from 3
    - Now has Turbofeeder system, Ballistic Rangefinder, and Advanced Optics
    - Grealy improved maneuverability
  * Draconarius hull increased to 700 from 400
  * Vicarius:
    - Engagement range increased to 4000 from 2000
    - Shield removed
    - Weapons generate flux; has 125 dissipation and 1250 capacity
    - Hull increased to 900 from 600
    - Armor increased to 200 from 125
    - Replacement time decreased to 15 seconds from 20 seconds

41
Mods / Re: [0.96a] SpeedUp 1.0.0
« on: June 03, 2023, 04:43:58 PM »
Having a bit of a problem, even if it's just me misunderstanding something.

I seem to be locked in at 2x speed, as hitting Caps informs me I just pushed it up to 4x speed. F1 goes up to 12x speed.

Am I locked into a faster game state somehow normally or am I messing something up?

The default behavior of the shift key is to speed up to 2x.  This mod lets you go even higher (e.g. 4x or 12x).

42
Modding Resources / Re: [0.96a] GraphicsLib 1.7.0
« on: June 02, 2023, 06:51:42 PM »
I'd like to exclude ships with a certain hullmod from graphicslib extra ship damage and destruction effects like smoke, burning wreckage and such, though burning wreckage can stay if it's possible for the smoke to be recoloured for these specific ships.
I'm also not a coder so a more in-depth answer (perhaps with code I can just add to my hullmod?) would be much appreciated.
Thanks a lot in advance

Code
    /**
     * Suppresses (or stops suppressing) all future effects created by this plugin for a particular ShipAPI object.
     * Suppression is not (believed to be) inherited by any children of the ShipAPI object (such as split chunks).
     *
     * For example, to prevent a white flash from splitting a ship into a dozen pieces but otherwise allow explosion
     * effects, call splitShip() as many times as necessary, suppressing effects for each individual piece for 1 frame.
     *
     * @param ship Ship to suppress effects for.
     * @param suppress Whether to enable or disable suppression.
     * @param oneFrame Suppress effects for only one frame, rather than permanently.
     */
    public static void suppressEffects(ShipAPI ship, boolean suppress, boolean oneFrame)

As for the missile self destruct thing: basically what the plugin does is make them explode instead of fading out.  It's specifically checking for .isFading().

43
Modding Resources / Re: [0.96a] GraphicsLib 1.7.0
« on: May 31, 2023, 09:33:42 PM »
I noticed that this mod prints "!!!" out to the console occasionally when I play with it. Specifically, I have a mod that adds a weapon that launches mines that explode after a delay, and sometimes when one of these mines explode, "!!!" is printed out to the console. Is there any reason why GraphicsLib does this?

Edit: I just realized it could also be lazylib, which is a graphicslib dependency. Nope, not lazylib.

There's no reason.  It'll eventually be fixed when I have a reason to make people download a new update.  In the meantime, here's a .jar you can replace Graphics.jar with.

44
Mods / [0.96a] Underworld 1.8.1
« on: May 29, 2023, 05:28:43 PM »
Another fix.  Probably save-compatible but I don't really know.




Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.8.1:
- The bonus items sold by the Cabal submarkets are now globally unique (you can't buy two Pristine Nanoforges anymore, just one)
- Cabal submarkets now sell one each of IndEvo Luxury Goods VPC, Drugs VPC, Relay Hypertransmitter, and Simulation Engine
  * No effect if Industrial Evolution is not enabled
- Another Cabal-related crash hotfix

45
Mods / Re: [0.96a] Underworld 1.8.0c
« on: May 28, 2023, 12:56:00 AM »
Hello, i seem to have found a bug. Was crashing like @Freyakitty (same log messages) on version 1.8.0.
Installed 1.8.0C and now i now crash on save load instead of a few moments after loading.

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [uw_scarab_cabal] not found!
java.lang.RuntimeException: Ship hull spec [uw_scarab_cabal] not found!
Also have a bunch of other mods enabled, can give the list if needed but that doesn't like an incompatibility to me

The phrase "uw_scarab_cabal" does not appear anywhere in the mod (or any of my mods), so it categorically cannot be a problem with Underworld.  You should try again with a fresh install of Underworld (do NOT overwrite your mod folder when you update; always delete and then re-add).

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