Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - Caymon Joestar

Pages: [1] 2 3 ... 8
1
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: April 10, 2024, 02:34:35 PM »
Since you have taken over the mod, are you per chance developing some sort of Cetan / Wanzer hybrid concept?

Not at the moment but possible in the future

2
Mods / [0.97a] Caymon's Ship Pack v1.2.2
« on: April 04, 2024, 02:05:30 AM »
V1.2.2

-Updated to 0.97A
-5 New Ships to fight
-Updated Variants
-Rebalanced some ships and weapons
-Reworked the Shocktrooper and gave it a new look
-Might be other stuff I forget
-Might not be save comp, might be

3
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 13, 2024, 03:29:20 PM »
Adding in a few bugs in 2.9.1.

  • Dampened S-modded on prebuild in is not giving the increase to deployment.
  • All four of the new ships are not effected by the pilot skill Support Doctrine.
  • The built in micro missiles systems on the ships and the not the small micro missile launcher only does one reload at a time.  It only does the reload when the full bank is empty vs cycling the reloads so you are seeing a large drop in missiles. Also with 2.9.1 Ashes of the Dominion skill Unstoppable Force is no longer interacting correctly after the update.


Just played for a little bit so far but I did notice the Ashfall is wildly mobile after the ability is used.  I looked at the file and it might be because it has the frigate version of that ability.  It currently is using diableavionics_evasion and it might be better if it had diableavionics_heavyflicker could remove the extra mobility boost.  It seems like the mass might be reduced after the use of diableavionics_evasion or it is just part of that skill.


Edit: The built in S-modded version of Dampened Mounts do not seem to work at all right now as it does not adjust Op or adjust deployment costs.  I did check with TMI and it still shows the range change.
micro missile reload isn't a bug and also isn't working the way you state. You can see in the tooltip of the missile that it reloads one volley at a time, not the full ammo, kind of similar to the autopulse laser which reloads one shot at a time. You can't see the ammo reload progress unless you have fully depleted the ammo but it is happening in the background. Easily testable with simulation with one of the missions. Fire maelstrom's array once then wait 20 seconds, you suddenly have full ammo again.
Smod dampened mounts are a bit weird and doesn't apply its dp and op changes without spending some time on the campaign map but it is working as far as I can tell (ibis costing 2 op instead of 4, recson v costing 8 instead of 12).
Support doctrine is working for me with the new ships. Ashfall goes from 25 to 20, riptide from 24 to 19, etc. Should note that built in dampened perfectly counteracts both cruisers dp reduction from support doctrine so in this case you would see no change in dp from either source.
No idea about the aotd interaction since I don't use that mod.

The smod dampened mounts not applying the smod op reduction is a limitation of the game, the easiest way to fix it is just remove or add a hullmod and that will apply the op reduction.

Support doctrine has always worked by reducing then applying any dp increase.

And the Aotd thing isn’t really my problem to fix, I don’t use the mod nor do I know how it works so you want to take it up with the aotd author to fix

4
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 12, 2024, 02:09:57 PM »
Recent update Save compatible?

Yes

5
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 12, 2024, 01:22:13 PM »
V2.9.1 is out

A new small weapon, the Glowfang equation Rifle
Buffs to the ashfall and adjustments to the arcs for the riptide, ashfall and polarV
Maelstorm dp now 40
Small buffs for some ships
Storm dp down to 23 from 26
Riptide DP increased to 24 from 22
Ashfall dp decreased to 25 from 28
Ashfall now has more Hull and Armor
and others i cant remember atm

still thinking on what to do for Adv avionics and smod dampered mounts

7
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.0
« on: March 11, 2024, 08:18:22 PM »
I noticed this error when checking my game logs. Not sure if diable is the cause, but it obviously mentions diable so there's a decent chance it's the cause:

There’s no ship in this diable version called stolas, you may have a different mod that adds it, I do not know why it uses the same prefix thought. I’ll double check just to be safe

8
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.0
« on: March 11, 2024, 08:07:40 PM »
@Caymon Joestar: very cool! Would you like this moved to Mods/added to the mod index?

Yes please and thank you

9
Mods / Re: [0.95a] Girls Frontline Portrait Pack v1.4
« on: March 10, 2024, 11:39:17 PM »
Hey it's me again

I stopped being lazy long enough to update both the portrait packs to 0.96 and add 60 new portraits to Part 2

You can grab the new versions at the download links in one of my previous posts.

An update to .97 available?

It works if you change the game version numbers

10
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.0
« on: March 08, 2024, 02:27:01 PM »
Wow, cool, Its a shame really what happened to the other version
No malware or zip bombs tho?

None, I looked over the code and recompiled the jar just to be sure and couldn’t find any out of place code before putting it up.
The src is still included if you wish to confirm it for yourself

11
Mods / [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 08, 2024, 01:15:05 PM »

Because of recent events with the previous maintainer, I have taken over the role

I have looked through and recompiled the mod to make sure there wasnt any code out of place.

Reverted the ships and fighters stats of the previous to that of 2.7.0. Weapon balance are still the same and would like Feedback on whetever or not to revert those also or at least which specific weapons

Added 4 New ships (2 Cruisers, 1 Destroyer, 1 Frigate) that was planned to be added in before that blew up so I'm adding them here, I would like feedback on the balance of these new ships so if you could, try them out and see if they're too strong or not.

Spoiler









[close]

(Should be Save comp if you are/were using the previous version before)
(Will update the thread later)

Credit to Tartiflette and all those credited on the mod, Tart's patreon: https://www.patreon.com/tartiflette

Credits:
FlashFrozen for the original mod and most designs.
Tartiflette for the artworks, scripting and post 0.7 implementation.
Debido for the Thunderbolt scripts.
Zone51 for the Glowfang Equation Rifle sprite and implemention

12
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: February 23, 2024, 12:42:31 PM »
So...huh is this still work for 0.97? will we get a update?

Yeah it still works for 0.97, you just gotta change the verison number for now

I'll release an update eventually when i get the chance

13
Mods / Re: [0.97a] The Knights of Ludd
« on: February 16, 2024, 09:37:19 PM »
I am Alpharius and I want to know if this faction can beat 10 of the finest Thoraxes in an 10v10 100 point system style tournament match.

14
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: October 25, 2023, 02:53:34 PM »
Unfortunately. I already reinstalled it. And it doesn't seem to help.

So i make do with removing the motorhead from my blueprint selection by editing the save file.

 Previously ships from amazigh ship foundry caused the same bug. I removed the mod a while ago and start a new game. Only to be haunted by this bug again seemingly by this mod.

Fortunately it seems motorhead is the only problematic ship. The Cetan for example works just fine. I can only wait and see if this bug appears again some other time.

Alternatively. Is it possible to remove this mod mid-save?

Can’t really remove it mid-save but you can prob go in and stop the Motörhead from spawning in fleets and just console command it is in if you wanna use one. Is it just happening in the patrol fleets?

I feel like I've been trying to get myself a torchwood for cycles now. Some of your remnant ships are rare spawns, which is ki9nda cool.

Have you considered doing your own version of "the infernal machine" with tiered, high priced upgrades that fork and do funky things?

Of what ships? The torchwood? I suppose but that involves a lot of work and etc and it would prob have to be its own thing rather than a special version of say the torchwood or guts or etc.

Not Impossible in the future but not atm no

15
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: October 25, 2023, 05:49:07 AM »
Hello. I'd like to report that the motorhead heavy pirate mech seems kinda bugged.

Whenever i select the motorhead for my colony's patrol fleets. The game crashes shortly after I re-generate the typical heavy patrol list a few times. I've tested this many times already so I'm fairly confident that something is wrong with the motorhead.

The error log itself didn't say what mod causes the crash. But again. Through repeated testing I can conclude that the motorhead bricks my game one way or another.

1138391 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.?00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.supersuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.oOoo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.J.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Make sure you’re on the latest version and reinstall the mod, idk what could be causing that issue

Pages: [1] 2 3 ... 8