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Messages - celestis

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16
Mods / Re: [0.65.2a] EVE Mod
« on: March 08, 2016, 07:31:14 AM »
No real news here... Still crazy prices for everything everywhere. Since we have no real solution, fixing involves just trying and trying and trying again, as @DefiasOne proposed. And that takes a lot of time that I rarely can afford, so this progresses very slowly.

17
Mods / Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
« on: March 07, 2016, 07:27:50 AM »
Sorry, I've been away for quite a while. Too busy, even haven't played 0.7.2 yet, but as soon as I have time I will definitely update PBC (and probably add something new).
@Helmut, thanks for such deep coverage! I will try to think of some way to make new stuff more unconventional)

18
Mods / Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
« on: February 06, 2016, 05:17:23 AM »
1.4 update is out!
- New capital carrier: Erebus
- New ship system: projected shield
- Aidos system has a better chance hacking a missile (0.75->0.85)
- EMP MIRV is now significantly faster
- Increased smart charges damage, they now also deal some EMP
- Reduced Moros $ price a bit
- Flux destabilizer now costs much less flux to fire
- Slightly wider arcs for Moros rear large mounts
- New weapon: Thrasos fast torpedo (S)
- New weapon: Artemis autoblaster (M)
- New weapon: Supercharged blaster (S)
- Bugfix: Multi EMP no longer affects phased ships
- Bugfix: stasis beams now deal 1 DPS so that flux/second stat is displayed correctly
- Bugfix: created custom ionized shield AI, since fortress shield AI didn't work

19
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: February 05, 2016, 11:03:15 PM »
That is weird, because stasis/heavy stasis beams have 220/430 energy/second drain already, which is definitely bigger than zero. But weapon stats show NaN for flux/second for some reason. And the flux is definitely subtracted correctly in battle, so this seems like a pure UI bug.

edit: found the problem. Seems that zero DPS messed the stats up. Changed it to 1 and now stats are shown fine.

20
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: February 05, 2016, 06:19:54 AM »
Don't you think it's a bit too wide? And makes for an easy to shoot target?

That wouldn't be a problem for a support ship, but since you gave it 3 large mounts you intend for it to be used in active combat no?
Quite a bit)
It is not intended to be on the frontlines, despite its weapons. Astral has 2 large missile slots and 3 med energy, but do you really expose it? Capital carrier is way too precious to waste it that way. I consider these weapons more as emergency equipment (but something really long-range, like Hurricane, will definitely fit too).
There is something in what you say, though. I'm currently testing it with Omni shield and AI totally fails to raise it against MIRVs. Too fat, lol. Perhaps I'll give it a built-in accelerated shield hullmod...
Anyway, the system that I was talking about is going to prevent you from firing anything, so you are likely to keep it relatively far from battle most of the time.

21
Mods / Re: [0.65.2a] EVE Mod
« on: February 02, 2016, 09:31:11 AM »
Another modder ran into a similar issue, i'll link his name below. I sent him a message on this forum to try and get him to weigh in and see if we can get this resolved.


http://fractalsoftworks.com/forum/index.php?action=profile;u=3890
Great, thanks! Hope he has figured out something

22
Mods / Re: [0.65.2a] EVE Mod
« on: February 01, 2016, 12:36:40 PM »
Through script. Things are rather straightforward there and all conditions are correct in game. But everything is very unbalanced for some reason.

23
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: February 01, 2016, 11:13:02 AM »
That ship looks beautiful.. and oh my god, are those large ballistic mounts? O_O
Currently 3 large mounts: 1 ballistic and 2 missile. But I haven't made final decision yet.

24
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: February 01, 2016, 10:06:15 AM »
The poll yielded 2 most wanted features for the next release: capital carrier and new weapons.
So here is the WIP sprite for the first one:

It will have slightly less bays than Astral, but will have a system capable of improving its fighter force. Fighter-heavy fleets might finally become a good option for PBC. Currently tweaking it as well as AI for existing stuff, and thinking of new weapons.

25
Mods / Re: [0.65.2a] EVE Mod
« on: February 01, 2016, 08:39:15 AM »
Weekly digest, heh)
I fixed the issue with fleet creation and finally managed to launch campaign. Unfortunately that wasn't enough. Though the game is relatively playable, there are severe economic issues.
I can't find almost any supplies. All markets have somewhat 50 supplies in black market, but none are available through open. Food is poorly distributed, resulting in frequent shortages, and it can cost 400 on producing planet with a stockpile of several thousand units.
But the main is still the lack of supplies: the game is a huge pain currently. I added plenty of supply-producing market conditions like autofacs and shipbreaking centers, but that doesn't work.
Any ideas?

26
Mods / Re: [0.65.2a] EVE Mod
« on: January 25, 2016, 09:37:33 AM »
Hey Celest, here's your weekly prod. Any update on this effort?
Not really. I'm stuck with the following:
Code
41339 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added patrol fleet spawning script to market [Sek]
41339 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added patrol fleet spawning script to market [Oris]
41339 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added patrol fleet spawning script to market [Zorast]
41344 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 0 out of a maximum 50 trade fleets in play
41345 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Sek] to spawn trade fleet from
41347 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Oris]
41347 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [], bringing back [Food]; volume: 211
41347 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating trade fleet of tier 1 for market [Sek] (volume: 211)
41365 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 21 point economy fleet from [Sek] to [Oris]
41365 [Thread-5] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: java.util.UUID
41365 [Thread-5] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: com.fs.starfarer.api.campaign.rules.MemoryAPI
41404 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager  - Created FactionCommissionMission: Caldari State
41404 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager  - Created FactionCommissionMission: Amarr Empire
41405 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager  - Created FactionCommissionMission: Minmatar Republic
41405 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager  - Created FactionCommissionMission: Gallente Federation
41406 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 1 out of a maximum 50 trade fleets in play
41406 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Oris] to spawn trade fleet from
41407 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Sek]
41407 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Food], bringing back []; volume: 213
41407 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating trade fleet of tier 1 for market [Oris] (volume: 213)

These are the first (and last) entries after campaign preparation starts. At least one fleet spawns fine, but the app freezes after the second. Sometimes this happens on the first fleet. I looked through EconomyFleetManager, but I didn't find any possibility for an infinite loop there, so I completely lack ideas.

edit:
In fact the issue is in fleet factory. I pointed the rpoblem down to this place, so I will probably manage to fix it soon. There is likely something wrong with fleet roles. Will return to this when I have time on weekend.
Code
		while (combatPts > 0) {
if (!cfFail && freighterPts > 0 && random.nextFloat() < doctrine.getCombatFreighterProbability()) {
float pts = Math.min(freighterPts, combatPts);
if (pts > 8) pts = 8;
float added = addRandomCombatFreighters(pts, qf, fleet, random, market);
combatPts -= added/2f;
freighterPts -= added/2f;
cfFail |= added < pts/2f;
continue;
}
if (combatPts >= 16f) {
float pts = add16PointGroup(qf, fleet, random, market, capitalOk, largeCarrierOk, combatPts - 16f, params);
combatPts -= pts;
} else if (combatPts >= 12f) {
float pts = add12PointGroup(qf, fleet, random, market, capitalOk, combatPts - 12f, params);
combatPts -= pts;
} else if (combatPts >= 8f) {
float pts = add8PointGroup(qf, fleet, random, market, capitalOk, combatPts - 8f, params);
combatPts -= pts;
} else {
float pts = addRandomCombatShips(combatPts, qf, fleet, random, market, capitalOk, true, 0f, params);
combatPts -= pts;
}
}

27
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: January 25, 2016, 08:59:27 AM »
I just had a really bad surprise when i found out that the Aether Multi EMP goes through phase cloak. Needless to say, i panicked a bit when my flagship engines were shut down in the middle of the enemy fleet.

It might be a good idea to write it down on the ship description.
Oh, that is actually a bug) It shouldn't be able to do that.

28
Question about ShipSystemAIScript.
If I want to activate the system I can just write ship.useSystem() in advance() method.
But what should I do to deactivate it (for toggle-mode systems)?

29
You can also run the game in dev mode and look through the variant editor to see any ship you want.

30
Mods / Re: [0.65.2a] EVE Mod
« on: January 21, 2016, 08:30:57 AM »
Quote
Hey, any progress on updating this mod to be compatible with .7?
There is progress, but I've encountered a weird show-stopper campaign bug and currently have no idea how to fix it. I try to narrow down the problem to find the cause.

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