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Messages - Vayra

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31
Suggestions / thumper buffs
« on: February 26, 2021, 02:22:18 AM »
the thumper is bad; everyone knows it's bad; it's especially bad since residual armor became a thing; it's arguably unusably bad and certainly less good than, say, putting an arbalest there and hoping for the best, which is itself still worse than downsizing to a railgun, and probably will continue to be so in 0.95 unless the arbalest's base damage increases to 200 and its RoF decreases commensurately, but that's okay because weapon rarity i think

it's okay for a gun to be bad but it'd be nice if it was at least cheap and bad, or if it's going to stay not-cheap it'd be nice if it was less bad at the things it is already sort of usable for - those being murdering frigates and slow-moving fighters

as such i propose the following buffs:

1) drop that OP cost, it'd be a mediocre choice at 7 right now and even with one of the buffs below it'd probably be okay at 7 or 8
and/or either
2a) bump base damage up (possibly combined with increasing chargedown between bursts), so it murders frigates more effectively
or
2b) give it a constant, fast RoF (possibly combined with lowering base damage) and raise projectile speed slightly, so it murders fighters more effectively

please sign my petition to save the humble thumper

32
Mods / Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
« on: February 17, 2021, 05:17:37 PM »
Hey Vayra, I updated to the latest version and seem to be getting the same error across multiple game saves (even in a new game). It seems to trigger when time passes to a new day per some timed event. Any solutions you can suggest? The error and mods are listed below, thanks!

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.campaign.bases.VayraRaiderBaseBarEvent: method <init>()V not found
java.lang.NoSuchMethodError: data.scripts.campaign.bases.VayraRaiderBaseBarEvent: method <init>()V not found
   at data.scripts.campaign.bases.KadurRaiderBaseBarEvent.<init>(KadurRaiderBaseBarEvent.java:23)
   at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
   at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
   at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
   at java.lang.reflect.Constructor.newInstance(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:262)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


 Active mod list:
------------------
Regular mods (16):
 - Blackrock Drive Yards 0.9.5 by cycerin & co.
 - Dassault-Mikoyan Engineering 1.18a by Harmful Mechanic
 - ICE 0.41 RC-2 by Main Maintainers : Sundog, Deathfly, AnyIDElse.
For all staff, see credits_and_thanks.txt
 - Interstellar Imperium 2.3.0 by DarkRevenant & others
 - Kadur Remnant 3.2.1 by Vayra
 - Mayasuran Navy 8.3.2 RC2 by Knight Chase
 - Nexerelin 0.9.8b by Histidine (original by Zaphide)
 - Scy Nation 1.61 by Created by Tartiflette. Music by Fastland. With the help of Debido, Mesotronik, Dark Revenant, Histidine, Silentstormpt, SniZupGun, Deathfly, 19_30 and many others.
 - Ship/Weapon Pack 1.12.3b by DarkRevenant
 - Sylphon RnD 1.0 by Nia and Nicke
 - Tahlan Shipworks 0.4.1 by Nia Tahl
 - The Knights Templar 0.9.9d by DarkRevenant and Cycerin
 - Tiandong Heavy Industries 1.2.1a by -MesoTroniK
 - Underworld 1.4.7 by DarkRevenant
 - Vayra's Sector 3.1.5 by Vayra
 - Vayra's Ship Pack 1.1.4 by Vayra
Utility mods (4):
 - Console Commands 2021-1-19 by LazyWizard
 - LazyLib 2.5c by LazyWizard
 - MagicLib 0.29 by Modding Community
 - ZZ GraphicsLib 1.4.4 by DarkRevenant

Is this a clean install, i.e. did you delete the mod folder completely before unzipping the new version?

33
Mods / Re: [0.9.1a] Kadur Remnant 3.2.1 - even g_d-bl*sseder 2021-02-13
« on: February 13, 2021, 09:49:25 PM »
Whoops, little update to fix a couple bugs. Download Kadur Remnant 3.2.1

Changelog:
Spoiler
3.2.1
- added missing SYSTEM hint to Hammer Fusillade built-in
- fixed accidental dependency for probably the 8th time (i lost a Galleon variant in the Kadur files smh)
- lowered tier of several weapons, allowing them to be sold on the open market
- fixed bug where Kadur Raider bar event would get you trapped in the bar forever
[close]

34
Mods / Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
« on: February 13, 2021, 01:33:50 AM »
I'm so happy to see you back. Your lowtech ships are among the best. By the way, have you fixed the issue with Pathfinder? It does not have needed entries to show up for sale or among any fleets. And one missile hardpoint is also slightly misalligned.
It would be extremely great to see faction variants too. Maybe Hegemony could use Prospector as auxilary explorer or something?

Those should be fixed, yes!

Re: Faction skins, hmm, not for a while at least haha

35
Mods / Re: [0.9.1a] Kadur Remnant 3.2 - g_d-bl*ssed 2021-02-11
« on: February 12, 2021, 04:49:45 PM »
I updated to the new version but when starting up Starsector:

Fatal: Ship hull spec [vayra_galleon] not found!
Check starsector.log for more info.

Starsector log:
42030 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [data\variants\bounty\vayra_galleon_rimward.variant]
42036 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Kadur Remnant (data\variants\bounty\vayra_galleon_rimward.variant)]
42062 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [vayra_galleon] not found!
java.lang.RuntimeException: Ship hull spec [vayra_galleon] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Deleting the vayra_galleon_rimward.variant file from the ...\mods\Kadur Remnant\data\variants\bounty allows the game to start, so that seems to be a reasonable workaround.

Installed Mods:
Spoiler
  "$$$_lightshow",
  "Adjusted Sector",
  "anotherportraitpack",
  "anvil_industries",
  "capturecrew",
  "chatter",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "DisassembleReassemble",
  "edshipyard",
  "galmart",
  "gates_awakened",
  "hypernet",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "junk_pirates_release",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "dk_mis_09",
  "missingships",
  "more_hullmods",
  "nexerelin",
  "wyv_planetaryShieldAccessControl",
  "sun_ruthless_sector",
  "swp",
  "bonomel_skilledup",
  "StopGapMeasures",
  "tahlan",
  "Terraforming and Station Construction",
  "exalted",
  "star_federation",
  "THI",
  "TORCHSHIPS",
  "underworld",
  "vayrashippack",
  "vesperon",
  "shaderLib"
[close]

Ah, you're right, that really shouldn't be there. Good catch, thanks!

36
Mods / Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
« on: February 12, 2021, 10:12:00 AM »
So excited that the Bear is finally here! :) It looks too yellow though. The Badger , Pioneer & Prospector had a lot less paint and more unpainted areas.

This is a good point, I'll see what I can do. I also want to jazz up its built-ins a little bit.

37
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: February 12, 2021, 02:09:54 AM »
Mora (RG) missing default_ship_roles, infinite nonevent raider fleet spawning, and HVB autorecovery getting lost will all be fixed (finally) in the next update.  ;D
oops

I was wondering if a total random universe was possible?
I know Nex adds random core worlds, but would something like the below be possible?

Have the entire map be random in terms of placing starting inhabitant worlds, with a faction grouped together in the same constellation.
So when you meet other factions, it's almost like discovering a new species out there. Would make exploration interesting/rewarding.

I'm assuming there is something in the game mechanics that prevent this?
This is an excellent idea, but not something I'll be working towards anytime soon.

you are supposed to be able to salvage the rare ships from a unique bounty, right? Because i can't. Ship doesn't show up in the recovery tab. I'm only using utility and misc mods as well as the ship pack.
This is finally fixed, hah.

I ran into an issue (?) with the unique bounty manager. I am running both Vayra's Sector and Vayra's Ship Pack (and also Next and others). I had the Gal Paladin  high value bounty in my Intel, but then after a while it disappeared. I noticed that it had disappeared right after I accepted an IBB bounty, but after doing that bounty it didn't reappear. So at first I thought maybe there was a limit to active unique bounties but I'm worried I've permanent lost the chance at this bounty now; normally I wouldn't really care but I'm doing a unique-ships-only playthrough at the moment. Will the bounty re-trigger? Am I right that it went away because I accepted too many simultaneous unique bounties? If so I'll avoid that in the future.
Unfortunately, it's gone - if this happens to anyone in the future I'd recommend just console commanding the ship in once you feel like you deserve it. What I'm guessing happened is that something else spawned into the system with her and killed her fleet. HVBs are set to the 'neutral' faction (which is supposed to be neutral to everything) until you get into the same system as them - same as normal bounties - but it's possible another mod added a faction that's hostile to 'neutral', or it's a bug. Either way I'll keep an eye out for that, thanks for the report!

Some feedback on the ghost ships.  I just ran across an Expedition battlecruiser from the Missing Ships mod (the one with 6,000 max crew and 2,000 required), and it requires 2,000 marines be stationed on board the ship.  Last ghost ship I found was 200/200, so I guess it's one marine for every skeleton crew required?  Not sure what the formula is, but it does seem a little excessive.  My own thought would be maybe 10% or so would make sense.

Whatever the case, awesome mod and thank you for making it.
It is, in fact, 1 marine per crew required. This should be fine with anything that isn't Missing Ships, hah. Glad you're enjoying the mod!

The bounty fleets are way too large. Here, for example is a 56 ship bounty hunter fleet. This is without uncapped player level or anything like that.

Spoiler
[close]
This should be fixed in the latest version - there was a bug that was causing them to scale way beyond what they should.

Posted this in the Mayasura thread, got pointed here.

When I use the Javanicus(SR) it has unlimited and instant replenishment of all fighter squadrons, including bombers. Furthermore, after using it once, every single carrier in my fleet gets the same effect until I reload the game. While sitting in an Onslaught's face with an otherwise-stripped-bare Javanicus(SR) and waiting for my Myrmidon bombers to kill him is funny, I get the feeling this isn't intended.

...I suppose it's worth mentioning that I've only seen this in simulations. I'm not really inclined to bring it into a real fight.
This was actually even worse than you're describing, and nobody on discord told me about it so I almost didn't hear about it in time to fix it  ;D

https://www.youtube.com/watch?v=ifrZVjgfcp8&feature=youtu.be
Short Video I made of Vayra's Sector
MOM I'M FAMOUS (thank you for making this i really appreciate it!)

I came here from this thread.

Quote from there
Quote
vayras sector has a setting / feature that makes pirate & pather bases stop spawning if all of their markets are destroyed.
this includes established markets, not just the hidden stations they raid you from, so removing the pirates entirely would probably take a bit. as far as i know it works standalone
[close]

So, is that true?

Do I have any chances to have that feature without having all another Vayra's super-cool, but unwanted things?

Thank you!
It is true! And most of the other features can be disabled by editing VAYRA_SETTINGS.ini in the mod directory (use notepad). I'm not actually sure which, if any, you can't disable.

I guess SR will be disabled in my next campaign for the time being, it's more annoying than anything to fight them really.
I've actually made them even more toxic to fight now praying hands emoji

Just going to drop a crash report that appears to be from this, for future reference if Vayra is on a break.
Spoiler
4456131 [Thread-4] INFO  data.scripts.hullmods.VayraGhostShip  - THE BILGE IS LEAKING! LEAKING CANNIBALS, THAT IS
4456132 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
4456147 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
4456324 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [RunningDark.ogg]
4456325 [Thread-10] INFO  sound.null  - Playing music with id [RunningDark.ogg]
4456613 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at data.scripts.campaign.intel.VayraGhostShipIntel.rollBattleResults(VayraGhostShipIntel.java:84)
   at data.scripts.campaign.intel.VayraGhostShipIntel.<init>(VayraGhostShipIntel.java:65)
   at data.scripts.hullmods.VayraGhostShip.doCannibalCampaignStuff(VayraGhostShip.java:1425)
   at data.scripts.hullmods.VayraGhostShip.advanceInCampaign(VayraGhostShip.java:416)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I believe this is fixed, looks like it was caused by trying to spawn a ghost ship with 0 minimum crew but I've put a check in there to act as if it were 1 in that case.

I seem to be having a problem.
With Vayra's Sector enabled, all the personal bounties (the ones where you have to hunt a specific fleet) are created with 1 day remaining to complete. System bounties and faction bounties are fine. I skimmed the thread to see if someone had any similar problems, and found just one guy complaining about it on page 13, but he was ignored.

Besides Vayra's Sector, the only mods I use are Nexerelin and a bunch of faction mods that are supposed to work with it.
When installing Vayra's Sector, to avoid any problems, I cleaned up my mod folder and redownloaded Nexerelin and all faction mods again to be sure to have the most updated version of each, and started a new save.
When I disable it in the mods list and start a new game the bounties work normally.
I fixed a similar bug a few versions ago but that was just causing them to time out twice as fast, not start with 1 day remaining. I'll keep an eye out but I really have no idea what could be causing this one, sorry  :-\

Haven't played or been on these server for at least a year or 2 maybe 3 so this mod is new to me.

I love your humor with the User Testimonials.
Thanks! Glad you're enjoying it.

38
Mods / Re: [0.9.1a] Kadur Remnant 3.2 - g_d-bl*ssed 2021-02-11
« on: February 12, 2021, 01:23:45 AM »
Quote from: Arcagnello
many, many words
I'm not going to reply to all of your posts, but I'm very glad you're enjoying the mod - and nice builds! Kadur won't get a Shield Bypass in part because it's so good on them, hah - it breaks several of the basic combat assumptions the game is balanced around IMO.

Also thanks for fielding a couple questions while I was gone.  :)

It is still unclear to me how to get my hands on a Caliph-class Superdreadnought, however.
You'll need Vayra's Sector installed and enabled, first of all. After that, you'll need all of the following to be true:
- It is cycle 212 or later
- You are not hostile with the Hegemony
- You are at least level 30
- Your fleet is at least 100 FP (FP aren't displayed anywhere in game, but this is about 4 capital ships)
- There are less than 3 other High-Value Bounties currently active (this number can be changed, it's maxActiveUniqueBounties in VAYRA_SETTINGS.ini)

Anyone else think the Riven Lightforger bounty should be nerfed or have its reward increased?

200k is not worth taking on an Astral, 3 Dooms (basically equal to capitals), 5 Harbingers and half a dozen phase frigates.
Lightforger's hvb is a bit weird, in one run he appeared after 10 or more hvb completed and he had a cancerous gigantic fleet with 10 dooms and astrals, in another run he appeared earlier and had a reasonably sized fleet with a couple of capitals only.
HVBs scale with your fleet size at the time that they spawn, so this is why it has such high variance. I've added a feature to cap the scaling in the latest version, but ultimately the real reward of fighting an HVB is their unique flagship - which are now properly guaranteed recoverable, by the way.

Quick question, one of my markets has the "raider activity" status for several cycles giving debuffs because of "Kadur Retribution".
I am neutral to Kadur and the system has no Kadur Retribution activity on the intel screen, like so many other core systems have. The game is giving me no clues in bars or on the intel screen as where i am being attacked from. How can i get rid of this status/find the base if there is any?

This one's interesting. I suspect it's just not spawning the bar event due to RNG, but I'll check it out.

Thanks for the feedback, all!

I've experienced this, as well.  I'm wondering if there's some interference with something like Starship Legends or anything that updates the bar options.
No interference, this one was all me. Should be fixed in the version I just posted, though.  ;D

39
A lot of these comments are about things that have been fixed, but lemme address the ones that aren't:

I suggest to tag some utility ships such as Badger class and Rock Hound class as CIVILIAN, since it is somewhat annoying to accidentally send them to the battlefield the All button.
Ah, but the whole point of the Badger in particular and the yellow ships above frigate-class in general is that they serve as very effective combat ships in the earlygame.

I use both your Kadur and your Sector mods, so i have to say it how it is... the cruisers and the capital in this pack are not as good-looking and visually interesting as the other ships. I mean, look at the Badger. What a sweet ship. That "oppressor" though? Yeesh. You may chalk it down to "individual taste", but i've seen the sprites you CAN make, and these are just not up to par. I'll spare you and myself the analysis of why that is so because we both have billions of years of evolution on our backs and even the same ancestors if we go back far enough, so there is no way your heart doesn't know that i speak the truth.
For now, i'm extirpating them from my game.
I'd actually appreciate the analysis, especially if it's detailed! I am very much not an artist and specific feedback is always useful.

I really like the ship pack!
My favourite ship by far is the "Hail" Combat Pinnace, especially in the up-'ratted Hail (P) version.
Do you plan on adding on some more ships in the future?
I'd look forward to larger ships sporting that beautiful hull and the take on combat the Hail brings with to the field.
More ships whenever the mood strikes me, yes, but I don't know if I'll make anything else in the style of the Hail. The Razorback has a similar "curved rough metal" aesthetic to the Hail (P), but doing that on a larger scale than a frigate is beyond my abilities.

Hello?can i reprint your mod?
I have no idea what this means but sure!

I'm not sure if this is the right mod.
But if is it, is it a bug or a omission that the precision mortar is not in the deep space mining blueprint package?   
This is intended - it's a purpose-built weapon, not a mining tool.

Isnt a fast lightly armored battleship just a battlecruiser and a fast lightly armored cruiser a light cruiser? Or is this how You imagin that the domain named its classes. If so that would be a nice oppertunity for some worldbulding.
But that are just my thought on Your modpack.

Edit: after closer inspection of this mod maybe You named it like that on purpose. ;)
I did ;)

40
Mods / Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
« on: February 12, 2021, 12:26:43 AM »

yes i fixed the infinite fleets thing also a bunch of other stuff

Changelog:
Spoiler
3.2.0
- deleted RaiderNonEventFleets entirely 8)
- added even more error handling to HVB system - malformed rows (THANKS SOZZER :argh:) will no longer crash the system and cause bounties after them to not load
- added Manifesto Nexerelin start
- notable Persean League subfactions will now spawn diverse fleets to defend their homes, including two new skins
- finally fixed bug where HVBs don't actually autorecover (thanks nicke)
- finally fixed bug where player-targeted bounties scaled unintentionally way above what they were supposed to
- also set the default FP scaling to 1.1 from 1.2
- also fixed the bug where they cared more about war deaths than war crimes
- tweaked some other settings
- set Blessed Reach spawn to default to FALSE
- L'Interstellaire will spawn in a random system instead of hyperspace now
- added a number of skins for the Rimward Venture Trading Company and Stormhawk Republic (thanks Alfonzo)
- fixed bug where sometimes Stormhawk ships would cause all fighters of a given spec to refit instantly, forever, which somehow nobody told me about until right now
- the new behavior for Stormhawk Modular Engineering is a flat 20% buff to fighter replacement rate
- fixed bug where the Ascendancy would sell [REDACTED] materiel if they Ascended before having any colonies (possible in Nexerelin)
- added really good music - no, actually, it's really good, this isn't a meme - to PDPRC as neutral/friendly theme, by Samuel Choi (https://www.hanawub.com/)
- added ForceHVB <bounty_id> Console Command
- added list HVBs Console Command
- added getBountyFaction(), getPostingFaction(), getPerson(), getFleet(), and getFlagship() methods to VayraPersonBountyIntel and VayraUniqueBountyIntel
- added maximumFleetFP field to unique_bounty_data.csv - optional field, defaults to Integer.MAX_INT
- fixed Galleon variant (assigned unspent OP, fixed weapon groups)
- set all .variant files to goalVariant: true, without looking at them. you may notice a slight itching sensation
- fixed .version file hosting (moved to github)
[close]

41
Mods / Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
« on: February 12, 2021, 12:26:32 AM »
haha SIKE

42
Mods / Re: [0.9.1a] Kadur Remnant 3.2 - g_d-bl*ssed 2021-02-11
« on: February 12, 2021, 12:25:22 AM »
i wasn;t gone for five years this time only one


Changelog:
Spoiler
3.2.0
- Positron Blast Gun cooldown time increased to 1.4 from 0.9
- Jinn turn rate and explosion radius increased by +50%
- Light and Medium Chemrail damage reduced to 150 frag/shot
- Ultracaliber Chemrail damage reduced to 400 frag/shot
- EMP damage removed entirely from Burst Fission CIWS
- Gyrojet Drivers not nerfed, they're fine :triumph:
- Janissary SSRM-4 max. ammo cut to 4, reload time halved, cooldown reduced to 4s from 6s, this probably makes them strictly better than swarmers but w.e.
- Guardian Engineering tooltip fixed to properly state shield flux upkeep
- Immortal corvette refit time increased to 45 from 30, cost increased to 30,000 from 20,000, speed reduced to 135 from 150
- Veles missiles (Jazerant CP Rockets) now have a 25% chance to cause an EMP arc when striking bare hull
- Arquebusier dissipation doubled (to 120, from 60), weapon damage increased to 275 from 200 and chargeup/chargedown lowered to 0.2/2.8 from 0.2/3.8
- Dirk support fighters now have Guardian Targeting Auxiliaries
- Removed shield from Hoplite kinetic bomber, lowered range of their missiles to 900 from 1200, and damage to 400 from 600
- typo excised from Caliph HVB
- Dolphin-class tugs removed from combatSmall role
- Golem Siege variant extra OP allocated
- Hauberk max spread increased to 8 from 5, damage decreased to 5 from 6
- Capacitive Rod Launcher cooldown decreased to 6.66 from 8
- Faction balance now has the RUBIN SEAL OF APPROVAL. i will not be taking questions thank you
- fixed wrong ID that was causing Kadur raider bar event to not trigger
- wrestled the classLoader that was causing Kadur raider bar event to not trigger into submission
- Gehenna now actually acts like a black hole instead of a sun
- added Rubin Kadur and Pather HVBs (did i say i did this before? oops. i actually did it this time.)
- set all .variant files to goalVariant: true, without looking at them
- added maximumFleetFP to all HVBs (except the Caliph, of course)
- fixed .version file hosting (moved to github)
[close]

43
Mods / Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
« on: February 12, 2021, 12:22:44 AM »
hey i made a cool spaceship do you want to see it


Changelog:
Spoiler
1.2.0
- added Bear-class heavy platform (mining tech)
- added Pioneer-class salvage cruiser (mining tech)
- added Clairvoyant-class combat carrier (high tech)
- added Exemplar-class heavy destroyer (high tech)
- added Seer-class support carrier (high tech)
- lowered Short-Circuit Driver OP cost to 10 (was 11)
- fixed Typhon glow still appearing after death
- Replaced Pathfinder's built-in Guardian PD with LR Mining Lance Array - more flux-efficient and longer range, otherwise identical except for aesthetics
- set all .variant files to goalVariant: true, without looking at them
- added maximumFleetFP to all HVBs
- fixed .version file hosting (moved to github)
[close]

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Mods / Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
« on: February 12, 2021, 12:17:36 AM »
is this stupid broken mod dead or what

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Hmm - you would presumably also be able to get at these weapons by uninstalling them in the refit screen, no? The problem seems to be rooted in those weapons ending up in those slots in the first place, unless I'm missing something.

Oh, true - I remove them from the inventory immediately with a hullmod script in that case. I'll find another way around it then, thanks for your time!

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