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Messages - Deathfly

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16
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« on: December 19, 2018, 05:52:55 AM »
@Kulverstukass

Not sure about this one. It seems like a Graviton Inversion Device is trying to pull a CombatEntityAPI that have a null location, which should not happening.

But anyway, I will add a null check for this. And thanks for the report.

17
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC2)
« on: December 09, 2018, 10:24:22 PM »
send the logs to you with Personal Messages, don't know that I am find the right place or not.
That should be a vanilla bug that already fixed in 0.9a-RC10. Please make sure you game is up-to-date.

and also want to make sure that the Grinder class with the price of 400K?

Got it, fired that guy who put the wrong price tag on it.

And got a new release that fix a potential CTD related to TheEND anyway.


Download Neutrino corp 1.85-RC3

RC3
------------------------------------------------
CONTENT CHANGES

- Add a jitter effect to launching ship while Phase Missile System active.

BALANCE CHANGES

- Phase Missile System
-> Missiles now exiting to normal space with a lower speed. So they will more easier to be dodged by small ships.

BUG FIX

- Fix a crash when TheEND got disabled or destroyed while launching or landing fighers.

- Fired the employee who mis-tagged Grinder class with a 400K price tag.

Spoiler
changelog since 1.85

KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.

RC3
------------------------------------------------
CONTENT CHANGES

- Add a jitter effect to launching ship while Phase Missile System active.

BALANCE CHANGES

- Phase Missile System
-> Missiles now exiting to normal space with a lower speed. So they will more easier to be dodged by small ships.

BUG FIX

- Fix a crash when TheEND got disabled or destroyed while launching or landing fighers.

- Fired the employee who mis-tagged Grinder class with a 400K price tag.

RC2
------------------------------------------------
BUG FIX

- Now Neutrino weapons now properly appear on market.

RC1
------------------------------------------------
CONTENT CHANGES

- Compatible with 0.9a

- New ship system, Missile TDS, for Banshee and Sledgehammer
-> An advanced missile trajectory control system that optimize missile trajectory and counter enemies countermeasures.
-> When active, increase missile max speed, maneuverability, and damage by 15%. Increase missile weapon rate of fire by 100%. Increase missile HP by 50%

- TheEND now features a phase fighter launching system.
-> Generation hard flux equate to 10% base flux capability when launching fighters while mothership is phasing.
-> More efficiently deploy and recover fighters somehow.

BALANCE CHANGES

- An overall balance check through all weapons, to make them works better on non-Neutrino ships.
-> Reduce flux cost and OP cost in general. In line with vanilla energy weapons.

- Magnetar Burster
-> Introduced clip mechanism. Hold 20 charges that could be fired at 333 dps, and reload a 4 charges clip per second with 100 sustained DPS.
-> Works as a PD weapon more effective.
-> Flux/damage reduse to 0.75, more flux efficacy.

- Heavy Pulsar Beam
-> Damage per shot reduced to 1000. Flux per shot reduced to 1400. Rate of fire increase to one shot for every three seconds.(20 rpm)
-> In line with Plasma Cannon change for 0.9a.

- Particle Cannon Array
-> Rework clip mechanism. Hold 16 charges that could be fired at 1293 dps, and reload a 8 charges clip per second with 222 sustained DPS.
-> OP increase to 25

- Misery
-> Flux per shot reduce to 60(-7.5)
-> Range reduce to 700 (-50)

- Bane
-> Flux per shot reduce to 75(-25)
-> Range reduce to 800 (-50)

- Unstable Photon Cannon
-> Max charge reduce to 4(-2)
-> Max range reduce to 900(-500)
 
- Photon Cannon
-> Range increase to 900
-> Damage type change into HE.

- Antiproton Beam
-> Now sustained fire 5 beam with 200 DPS in total. Generate 100 flux per second.

- Neutron Pulse Cannon
-> OP reduce to 12(-1)
-> Range increase to 900(+50)

- Triple Neutron Pulse Cannon
-> OP reduce to 12(-2)
-> Flux per shot reduce to 200(-45).

- Heavy Neutron Pulse Cannon
-> OP reduce to 14(-1)
-> Flux per shot increase to 1170(+95)
-> Max charge reduce to 2(-6)

- Neutron Pulse Battery
-> OP reduce to 25(-1)
-> Range increase to 1000(+100)
-> Flux per shot increase to 525(+100)
-> Damage increase to 350

- Dual Giga Pulse Laser
-> DPS reduced to 400(-100)

- Neutron Lance
-> Flux cost reduced to a 1.5 flux/damage rate.

- Phased Array Cannon
-> Flux cost reduced to a 1.5 flux/damage rate.

- Removed Phased Array Cannon ship-borne version
-> Maybe we could see it on battle stations another day.

- Removed Silver Lance
-> Anyway, this weapon was tend to be used for debuging Fake Beam. And it cause too many bugs in 0.9a now.

- Dual Adv. P. Torpedo
-> OP reduce to 10(-2)

- Pile-Driver
-> OP increase to 30
-> Max cargo reduce to 250, max full increase to 120
-> No Civilian-grade Hull. The point is, you can put Expanded Cargo Holds for it to reach a better then vanilla cargo efficacy, but that will cost one logistics hullmod slot.

- Sledgehammer
-> Now built-in with ECM Package and ECCM Package instead of Expanded Missile Racks.

- TheEND
-> Peak timer reduce to 360.

- Maul
-> Large energy turret firing arc reduce to 120 degree.

- Banshee
-> OP increase to 270
-> Change one of the mediun energy slot into synergy

- Nausicaa
-> Max burn increase to 7
-> cargo capability reduse to 4000, with same reason as Pile-Driver

- Polyphase Amplifier
-> Now got a shor time engine hyper boost while the system change up, to kick ship forward.

- Phase Missile System
-> Now can use while phasing.
-> Flux cost change to 20% hard flux of base capacity?
-> Missile loose homing ability after they retrun to normal space.

- Siege Mode
-> No longer increase weapon damage.
-> No longer reduce firing rate.
-> Reduce 20% weapon flux cost instead. 

- Neutronium Plating
-> No longer overload ship while collapsing.
-> Power Armor strength reduced.
-> Armor regenerate rate reduced.

- Neutrino Omega Upgrade reworked
-> A high-end upgrade reserved for Neutrino operatives and corporate interests. Design for ships that been deployed to decisive battles.
   Advance target analysis system increase 10% damage done to capital ships or stations,  and 5% damage done to cruisers.
   Also increases armor by 50/100/150/200 depend on hull size.
-> OP request reduce to 6/10/15/20
-> No longer incompatible with ITU and DTC.

- Schwarzgeist
-> Removed Sapper SRM Pack.
-> Photon Torpedo Launcher (Precharged) now hold 5 shots.

- Drache
-> Graviton Inversion Device damage reduced to 1500 KE, with 500 EMP, hold 3 shots per run.
-> Graviton Inversion Device now have a time bomb style fuse. Will detonate only at 4 seconds after fired.
-> Graviton Inversion Device now have a 200 SU AOE, with a suck gravitational pull effect.
-> Drache will try to use decoys.

- Floh
-> DPS limited to 100.

- Gepard Eins
-> Now armed with an Ion Cannon instead of Pulse Beam Gun
-> HP and armor redused.
-> Sustained DPS was limited to around 75.

- Gepard Drei
-> Reduced to 3 figher per wing. OP reduced to 18
-> Being conversed into a unmaned drone.
-> Sustained DPS was limited to around 100.

- And a lot of minor changes I missed.
   
changelog since 1.84


RC3
------------------------------------------------
CONTENT CHANGES

-A new ship system AI for Siege mode. That should make AI take advantage from range boost.

-Siege Fusor now fires a really shiny shot.

-Photon Torpedos now have a trail VFX.

BALANCE CHANGES

-All ships got another shield HP check. Reduced cruiser shield HP and flux capacity.

-Dual Giga Pulse Laser
 -Increase burst damage to 1250(from 1000), burst flux cost reduse to 1000(from 1200)

-Disruptor
 -Damage type change into KINETIC
 -Rate of fire increase to one shot per second.

-Antiproton Beam
 -Now has an Ion Beam like on hit effect.

-DERP Launcher
 -Reload speed increase to one 3 shots clip per 9 second.
 -AOE reduced to 110.
 -Will no longer flight out of the range too much.

-Neutrino Sigma Upgrade
 -Shield arc increase to 60 degree.
 -Will leads to a small chance of weapon malfunction when combined with Safety Override.

-Neutrino Tau Upgrade
 -Reform from Auxiliary Broadside Shield, and no longer builtin in that two broadside ships.
 -An assault refitting set for close range assault.
  Increase shield arc to 300 but lock the shield into front facing position and increase 25% damage taken by sheild.
  Optimized engine management increase max speed by 15/15/10/10 and increase zero flux speed boost by 15/10/10/5.
  But increased engine output will interferes sensors and reduce 10% weapon range,

-TheEND
 -Regain the 4 front facing medium hiden slots but were builtin with Pulsed Beam Cannons
 -Assign as a combat carrier.
 -Phase ring no longer leads to an infinite phasing, but will results additional time dilute effect when flux goes high (depend on flux level, max to another 10x).

-Schwarm
 -The core drone now randomly switch with its child drone ones per 1.5 second.
  This will confuse PDAI a little and make Schwarms act more aggression and more like a swarm.
 -Max roamer range reduced to 2000.
 -Overall DPS reduce 33%.
 -FOR THE SWARM!

-Gepard
 -Add a Pulse Beam Gun.
 -Ship system change into Decoy Flare Launcher

-Schwarzgeist
 -Now have Decoy Flare Launcher

-Drache
 -Ship system change into Active Swarm Flares

-Floh and Moskito
 -Flux capacity reduced to 500.

-Banshee
 -OP increase 10 (to 270)
 -Max speed increase to 50

-Banshee Norn
 -Max speed increase to 50


BUG FIX

-Correct the Antiproton Beam targeting behavior.


RC2.2
------------------------------------------------
BALANCE CHANGES
- Antiphotons Beam
 ->Beam track behaviour charged. Should more likely to aim at different targets in arc.

-Gepard Eins
 ->Misery on it now have a clip mechanism so only hold 12 shots and reload at half of the firing rate.

-Schwarzgeist
 ->Fix that armor rating typo, they should have 150 armor instead of 200150.
 ->Photon Torpedo Launcher (Precharged) ammo reduced to 4 (from 5).
 ->Sapper SRM Pack ammo reduced to 6 (from 8).
 

RC2.1
------------------------------------------------
BUG FIX
- Fix up Nexerelin compatibility.

RC2
------------------------------------------------
CONTENT CHANGES
- Compatible update with 0.8.1a (OK, in fact I done nothing but the compatible checks).


BALANCE CHANGES
- Most fighters' HP reduced. But I change those too many times so can't remember what have done now...

- Banshee and Banshee Norn speed increase to 50 su

- Jackhammer, Hildolfr, and Mammut speed increase to 30 su

- Miter
 ->PPT reduced to 360 sec(from 420)
 ->Armor reduced to 500 (from 600)
 ->Speed increase to 35

- Pile-Driver(C) remove the built-in Drohne wing and a flight deck.

- Reaction Control System
 ->Have 4 changes max.(was 8)
 ->Regenerate 1 change every 4 seconds (was 1 every 3 sec)
 ->Moving behavior changed. Have a much greater acceleration but will loose acceleration after 0.1 sec.
 ->Max speed bonus now is 600% max speed.(was flat 400su)

- Misery and Bane will target missiles while there is not enemy ships in range (like the Devastator Cannon)

- Floh now have fighter role that will make it more aggressive.

BUG FIX
 -Fix some potential ID miss match issue that may cause CTD occasional.
 -Fix the CTD related to Mammut by cover the shield into module.

RC1
------------------------------------------------
CONTENT CHANGES
- Compatible update with 0.8a

- New destroyer, Miter class. An unshield fast destroyer design for pursue.
 ->Have 1 large enery hardpoint, 2 medium energy hardpoints, 1 medium energy turret and 2 small enery turrets.
 ->Armer with Reaction Control System.

- Banshee's broadside small synergy hidden slots removed.
- Hildolfr's slot count reduced to 2/6/8(L/M/S)
- Unsung's hideout now procedural generate.
- Corona Australis move to -15200, -3400.
- Colossus ranamed as Mammut

BALANCE CHANGES
- All ships fuel usage and capability rebalanced.
 ->Neutrino ship cost more fuels then vanilla ship in general.

- All ships op count rebalanced to meet the vanilla charge.
 -More inline with vanilla ships.

-Some burn speed change in line of vanilla.
 ->Banshee and Banshee Norn now burn 8.
 ->Jackhammer and Hildolfr now burn 7.
 ->Nausicaa and Mammut now burn 6.
 -Singularity and Criticality now burn 10.

- Antiphotons Beam
 ->Turn rate increase to 30
 ->Now fire a shorter 400 damage burst.

-Heavy Pulsar Beam
 ->Fire rate reduced, DPS reduce to 350

-Bane
 ->DPH reduce to 75

-Advance Photon Torpedo
 ->Sub warhead speed increase.

-Javelin Torpedo
 ->Max speed increase to 350. Maneuverability reduced.

-Fighter wings rebalance
 -> Drache wing now have one bomber per wing. Gepard how have 2 fighters wing and 4 fighers wing. Floh now one corvette per wing.
 -> Schwarzgeist now carrying 5 shots of Photon Torpedo and 8 shots of Sapper SRM.
 -> Drache's Graviton Inversion Device damage reduced to 5000.

-Banshee
 -> Own a figher bay.
 -> Ship system replaced by Missile Autoforge

-Hildolfr
 -> Ship system replaced by Reserve Deployment

-Pile-Driver(C)
 -> Now have 2+1 figher bays, with a Drohne wing built-in.
 -> Ship system replaced by Targeting Feed

-Pile-Driver
 ->Now have one figher bay, with a Drohne wing built-in.
 ->Ship system replaced by Active Swarmer Flares

 
- And maybe something I can not remembered.
[close]

18
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC2)
« on: December 09, 2018, 07:33:37 PM »
get crash after using the phase missile system with THE END class, and may also crash after it explosion.
still thanks for your hard work about this mod, very enjoyable to play with. ;)

Phase missile system works fine for me, could you check your LazyLib and GraphicsLib are up-to-date or not? If they were the newest one, please pass me the log so I can look into it.

A quick question: is Unsung and/or Banshee Norn in the game? (can be found somewhere like previous version of the game, or sold, or something?) or are they gone for good?
Banshee Norn will spawn normally and you can get Unsung in the same way as before.

19
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC1)
« on: December 07, 2018, 05:40:18 PM »
@KailaRaZhu Thanks! Hot fix out!



Download Neutrino corp 1.85-RC2


BUG FIX
- Now Neutrino weapons now properly appear on market.

Spoiler
changelog since 1.85

RC2
------------------------------------------------
KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.

BUG FIX
- Now Neutrino weapons now properly appear on market.

RC1
------------------------------------------------
KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.


CONTENT CHANGES

- Compatible with 0.9a

- New ship system, Missile TDS, for Banshee and Sledgehammer
-> An advanced missile trajectory control system that optimize missile trajectory and counter enemies countermeasures.
-> When active, increase missile max speed, maneuverability, and damage by 15%. Increase missile weapon rate of fire by 100%. Increase missile HP by 50%

- TheEND now features a phase fighter launching system.
-> Generation hard flux equate to 10% base flux capability when launching fighters while mothership is phasing.
-> More efficiently deploy and recover fighters somehow.

BALANCE CHANGES

- An overall balance check through all weapons, to make them works better on non-Neutrino ships.
-> Reduce flux cost and OP cost in general. In line with vanilla energy weapons.

- Magnetar Burster
-> Introduced clip mechanism. Hold 20 charges that could be fired at 333 dps, and reload a 4 charges clip per second with 100 sustained DPS.
-> Works as a PD weapon more effective.
-> Flux/damage reduse to 0.75, more flux efficacy.

- Heavy Pulsar Beam
-> Damage per shot reduced to 1000. Flux per shot reduced to 1400. Rate of fire increase to one shot for every three seconds.(20 rpm)
-> In line with Plasma Cannon change for 0.9a.

- Particle Cannon Array
-> Rework clip mechanism. Hold 16 charges that could be fired at 1293 dps, and reload a 8 charges clip per second with 222 sustained DPS.
-> OP increase to 25

- Misery
-> Flux per shot reduce to 60(-7.5)
-> Range reduce to 700 (-50)

- Bane
-> Flux per shot reduce to 75(-25)
-> Range reduce to 800 (-50)

- Unstable Photon Cannon
-> Max charge reduce to 4(-2)
-> Max range reduce to 900(-500)
 
- Photon Cannon
-> Range increase to 900
-> Damage type change into HE.

- Antiproton Beam
-> Now sustained fire 5 beam with 200 DPS in total. Generate 100 flux per second.

- Neutron Pulse Cannon
-> OP reduce to 12(-1)
-> Range increase to 900(+50)

- Triple Neutron Pulse Cannon
-> OP reduce to 12(-2)
-> Flux per shot reduce to 200(-45).

- Heavy Neutron Pulse Cannon
-> OP reduce to 14(-1)
-> Flux per shot increase to 1170(+95)
-> Max charge reduce to 2(-6)

- Neutron Pulse Battery
-> OP reduce to 25(-1)
-> Range increase to 1000(+100)
-> Flux per shot increase to 525(+100)
-> Damage increase to 350

- Dual Giga Pulse Laser
-> DPS reduced to 400(-100)

- Neutron Lance
-> Flux cost reduced to a 1.5 flux/damage rate.

- Phased Array Cannon
-> Flux cost reduced to a 1.5 flux/damage rate.

- Removed Phased Array Cannon ship-borne version
-> Maybe we could see it on battle stations another day.

- Removed Silver Lance
-> Anyway, this weapon was tend to be used for debuging Fake Beam. And it cause too many bugs in 0.9a now.

- Dual Adv. P. Torpedo
-> OP reduce to 10(-2)

- Pile-Driver
-> OP increase to 30
-> Max cargo reduce to 250, max full increase to 120
-> No Civilian-grade Hull. The point is, you can put Expanded Cargo Holds for it to reach a better then vanilla cargo efficacy, but that will cost one logistics hullmod slot.

- Sledgehammer
-> Now built-in with ECM Package and ECCM Package instead of Expanded Missile Racks.

- TheEND
-> Peak timer reduce to 360.

- Maul
-> Large energy turret firing arc reduce to 120 degree.

- Banshee
-> OP increase to 270
-> Change one of the mediun energy slot into synergy

- Nausicaa
-> Max burn increase to 7
-> cargo capability reduse to 4000, with same reason as Pile-Driver

- Polyphase Amplifier
-> Now got a shor time engine hyper boost while the system change up, to kick ship forward.

- Phase Missile System
-> Now can use while phasing.
-> Flux cost change to 20% hard flux of base capacity?
-> Missile loose homing ability after they retrun to normal space.

- Siege Mode
-> No longer increase weapon damage.
-> No longer reduce firing rate.
-> Reduce 20% weapon flux cost instead.  

- Neutronium Plating
-> No longer overload ship while collapsing.
-> Power Armor strength reduced.
-> Armor regenerate rate reduced.

- Neutrino Omega Upgrade reworked
-> A high-end upgrade reserved for Neutrino operatives and corporate interests. Design for ships that been deployed to decisive battles.
   Advance target analysis system increase 10% damage done to capital ships or stations,  and 5% damage done to cruisers.
   Also increases armor by 50/100/150/200 depend on hull size.
-> OP request reduce to 6/10/15/20
-> No longer incompatible with ITU and DTC.

- Schwarzgeist
-> Removed Sapper SRM Pack.
-> Photon Torpedo Launcher (Precharged) now hold 5 shots.

- Drache
-> Graviton Inversion Device damage reduced to 1500 KE, with 500 EMP, hold 3 shots per run.
-> Graviton Inversion Device now have a time bomb style fuse. Will detonate only at 4 seconds after fired.
-> Graviton Inversion Device now have a 200 SU AOE, with a suck gravitational pull effect.
-> Drache will try to use decoys.

- Floh
-> DPS limited to 100.

- Gepard Eins
-> Now armed with an Ion Cannon instead of Pulse Beam Gun
-> HP and armor redused.
-> Sustained DPS was limited to around 75.

- Gepard Drei
-> Reduced to 3 figher per wing. OP reduced to 18
-> Being conversed into a unmaned drone.
-> Sustained DPS was limited to around 100.

- And a lot of minor changes I missed.
[close]

20
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« on: December 07, 2018, 11:29:31 AM »
Hmm, so I see. Each time I try to nerf something, it will end up like a buff...

Anyway, let's roll for 0.9a and worry about the balance issue later!


Download Neutrino corp 1.85-RC1

KNOWN ISSUE
- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.

Spoiler
changelog since 1.85

RC1
------------------------------------------------
KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.


CONTENT CHANGES

- Compatible with 0.9a

- New ship system, Missile TDS, for Banshee and Sledgehammer
-> An advanced missile trajectory control system that optimize missile trajectory and counter enemies countermeasures.
-> When active, increase missile max speed, maneuverability, and damage by 15%. Increase missile weapon rate of fire by 100%. Increase missile HP by 50%

- TheEND now features a phase fighter launching system.
-> Generation hard flux equate to 10% base flux capability when launching fighters while mothership is phasing.
-> More efficiently deploy and recover fighters somehow.

BALANCE CHANGES

- An overall balance check through all weapons, to make them works better on non-Neutrino ships.
-> Reduce flux cost and OP cost in general. In line with vanilla energy weapons.

- Magnetar Burster
-> Introduced clip mechanism. Hold 20 charges that could be fired at 333 dps, and reload a 4 charges clip per second with 100 sustained DPS.
-> Works as a PD weapon more effective.
-> Flux/damage reduse to 0.75, more flux efficacy.

- Heavy Pulsar Beam
-> Damage per shot reduced to 1000. Flux per shot reduced to 1400. Rate of fire increase to one shot for every three seconds.(20 rpm)
-> In line with Plasma Cannon change for 0.9a.

- Particle Cannon Array
-> Rework clip mechanism. Hold 16 charges that could be fired at 1293 dps, and reload a 8 charges clip per second with 222 sustained DPS.
-> OP increase to 25

- Misery
-> Flux per shot reduce to 60(-7.5)
-> Range reduce to 700 (-50)

- Bane
-> Flux per shot reduce to 75(-25)
-> Range reduce to 800 (-50)

- Unstable Photon Cannon
-> Max charge reduce to 4(-2)
-> Max range reduce to 900(-500)
 
- Photon Cannon
-> Range increase to 900
-> Damage type change into HE.

- Antiproton Beam
-> Now sustained fire 5 beam with 200 DPS in total. Generate 100 flux per second.

- Neutron Pulse Cannon
-> OP reduce to 12(-1)
-> Range increase to 900(+50)

- Triple Neutron Pulse Cannon
-> OP reduce to 12(-2)
-> Flux per shot reduce to 200(-45).

- Heavy Neutron Pulse Cannon
-> OP reduce to 14(-1)
-> Flux per shot increase to 1170(+95)
-> Max charge reduce to 2(-6)

- Neutron Pulse Battery
-> OP reduce to 25(-1)
-> Range increase to 1000(+100)
-> Flux per shot increase to 525(+100)
-> Damage increase to 350

- Dual Giga Pulse Laser
-> DPS reduced to 400(-100)

- Neutron Lance
-> Flux cost reduced to a 1.5 flux/damage rate.

- Phased Array Cannon
-> Flux cost reduced to a 1.5 flux/damage rate.

- Removed Phased Array Cannon ship-borne version
-> Maybe we could see it on battle stations another day.

- Removed Silver Lance
-> Anyway, this weapon was tend to be used for debuging Fake Beam. And it cause too many bugs in 0.9a now.

- Dual Adv. P. Torpedo
-> OP reduce to 10(-2)

- Pile-Driver
-> OP increase to 30
-> Max cargo reduce to 250, max full increase to 120
-> No Civilian-grade Hull. The point is, you can put Expanded Cargo Holds for it to reach a better then vanilla cargo efficacy, but that will cost one logistics hullmod slot.

- Sledgehammer
-> Now built-in with ECM Package and ECCM Package instead of Expanded Missile Racks.

- TheEND
-> Peak timer reduce to 360.

- Maul
-> Large energy turret firing arc reduce to 120 degree.

- Banshee
-> OP increase to 270
-> Change one of the mediun energy slot into synergy

- Nausicaa
-> Max burn increase to 7
-> cargo capability reduse to 4000, with same reason as Pile-Driver

- Polyphase Amplifier
-> Now got a shor time engine hyper boost while the system change up, to kick ship forward.

- Phase Missile System
-> Now can use while phasing.
-> Flux cost change to 20% hard flux of base capacity?
-> Missile loose homing ability after they retrun to normal space.

- Siege Mode
-> No longer increase weapon damage.
-> No longer reduce firing rate.
-> Reduce 20% weapon flux cost instead. 

- Neutronium Plating
-> No longer overload ship while collapsing.
-> Power Armor strength reduced.
-> Armor regenerate rate reduced.

- Neutrino Omega Upgrade reworked
-> A high-end upgrade reserved for Neutrino operatives and corporate interests. Design for ships that been deployed to decisive battles.
   Advance target analysis system increase 10% damage done to capital ships or stations,  and 5% damage done to cruisers.
   Also increases armor by 50/100/150/200 depend on hull size.
-> OP request reduce to 6/10/15/20
-> No longer incompatible with ITU and DTC.

- Schwarzgeist
-> Removed Sapper SRM Pack.
-> Photon Torpedo Launcher (Precharged) now hold 5 shots.

- Drache
-> Graviton Inversion Device damage reduced to 1500 KE, with 500 EMP, hold 3 shots per run.
-> Graviton Inversion Device now have a time bomb style fuse. Will detonate only at 4 seconds after fired.
-> Graviton Inversion Device now have a 200 SU AOE, with a suck gravitational pull effect.
-> Drache will try to use decoys.

- Floh
-> DPS limited to 100.

- Gepard Eins
-> Now armed with an Ion Cannon instead of Pulse Beam Gun
-> HP and armor redused.
-> Sustained DPS was limited to around 75.

- Gepard Drei
-> Reduced to 3 figher per wing. OP reduced to 18
-> Being conversed into a unmaned drone.
-> Sustained DPS was limited to around 100.

- And a lot of minor changes I missed.
[close]

21
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« on: November 30, 2018, 07:52:54 PM »
Compatible updates are done. Now I am doing test runs, for debugging and rebalancing.

22
After toggle Win 10 input language with Win+spacebar in game, the hotkey for campaign fleet skill bar messed up. Numkeys "1" will result to page up the skills, and "2", "3", "4", "5" will result to page down the skills. "Q" and "W" still works, and the numkeys still work fine in docking menu and intel scream.

Toggle the IME off while minimize or unfocus the game windows can fix this. But, yeah, this is a strange thing.

Edit: Tested in RC9, still have this bug.

23
As the title said. While the mouse cursor stay on a campaign fleet skill, as soon as you hit "W" or "Q" to page the skill bar, it will lead to NPE like this.
Code
12510326 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.newui.E$1.run(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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)

24
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: August 24, 2017, 12:15:23 AM »

That is a long time for a post tournament update...wait, did I said tournament?

Download Neutrino corp 1.84-RC3

Spoiler
RC3
------------------------------------------------
CONTENT CHANGES

-A new ship system AI for Siege mode. That should make AI take advantage from range boost.

-Siege Fusor now fires a really shiny shot.

-Photon Torpedos now have a trail VFX.

BALANCE CHANGES

-All ships got another shield HP check. Reduced cruiser shield HP and flux capacity.

-Dual Giga Pulse Laser
 -Increase burst damage to 1250(from 1000), burst flux cost reduse to 1000(from 1200)

-Disruptor
 -Damage type change into KINETIC
 -Rate of fire increase to one shot per second.

-Antiproton Beam
 -Now has an Ion Beam like on hit effect.

-DERP Launcher
 -Reload speed increase to one 3 shots clip per 9 second.
 -AOE reduced to 110.
 -Will no longer flight out of the range too much.

-Neutrino Sigma Upgrade
 -Shield arc increase to 60 degree.
 -Will leads to a small chance of weapon malfunction when combined with Safety Override.

-Neutrino Tau Upgrade
 -Reform from Auxiliary Broadside Shield, and no longer builtin in that two broadside ships.
 -An assault refitting set for close range assault.
  Increase shield arc to 300 but lock the shield into front facing position and increase 25% damage taken by sheild.
  Optimized engine management increase max speed by 15/15/10/10 and increase zero flux speed boost by 15/10/10/5.
  But increased engine output will interferes sensors and reduce 10% weapon range,

-TheEND
 -Regain the 4 front facing medium hiden slots but were builtin with Pulsed Beam Cannons
 -Assign as a combat carrier.
 -Phase ring no longer leads to an infinite phasing, but will results additional time dilute effect when flux goes high (depend on flux level, max to another 10x).

-Schwarm
 -The core drone now randomly switch with its child drone ones per 1.5 second.
  This will confuse PDAI a little and make Schwarms act more aggression and more like a swarm.
 -Max roamer range reduced to 2000.
 -Overall DPS reduce 33%.
 -FOR THE SWARM!

-Gepard
 -Add a Pulse Beam Gun.
 -Ship system change into Decoy Flare Launcher

-Schwarzgeist
 -Now have Decoy Flare Launcher

-Drache
 -Ship system change into Active Swarm Flares

-Floh and Moskito
 -Flux capacity reduced to 500.

-Banshee
 -OP increase 10 (to 270)
 -Max speed increase to 50

-Banshee Norn
 -Max speed increase to 50


BUG FIX

-Correct the Antiproton Beam targeting behavior.
[close]

25
Modding Resources / Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
« on: July 07, 2017, 03:08:45 AM »
Get it.

26
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: June 19, 2017, 08:44:12 AM »
Minor bug fix and some fighter nerf.

Download Neutrino corp 1.84-RC2.2

Spoiler
RC2.2
------------------------------------------------
BALANCE CHANGES
- Antiphotons Beam
 ->Beam track behaviour charged. Should more likely to aim at different targets in arc.

-Gepard Eins
 ->Misery on it now have a clip mechanism so only hold 12 shots and reload at half of the firing rate.

-Schwarzgeist
 ->Fix that armor rating typo, they should have 150 armor instead of 200150.
 ->Photon Torpedo Launcher (Precharged) ammo reduced to 4 (from 5).
 ->Sapper SRM Pack ammo reduced to 6 (from 8 ).
 
[close]

27
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC2.1)
« on: June 15, 2017, 08:18:02 PM »
I had this error:

[Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.shipsystems.scripts.NeutrinoBarghesSquadsStats]

It was telling me that ship systems were missing from the "ship_system.csv" file.

Sorry if this is the wrong place to put this.
When updating mod, do a clean install please.

About the Unsung...
If there are too few black holes the Neutrino abandon facility may spawn around random star. But I think 5 black holes don't count as "too few black hole".
And that facility have a relative small signal radius so you may needs to check harder in the accretion disk.

28
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC2.1)
« on: June 13, 2017, 02:31:07 AM »
A few of us collaborated to fix the descriptions.

https://pastebin.com/jkWLZ7CQ

Just overwrite everything in descriptions.csv (Neutrino corp\data\strings). For anyone really lazy, here is the already updated descriptions.csv as well: https://mega.nz/#!AmplGBxb!T-GRVMDkZ1PGMdaH13lMaftKrg0YtHbVgQ2XZtjnE5s


Yeah, I already keep an eye on 4chan so I knew this thing, anon. But in a long time ago my proxy got bannd by 4chan so cann't post on that (You know, Chinese). And that anon said a go for it is not me, but maybe FlashFrozen or just some other random anon, who knows?.

Anyway, here, I said it is OK and thanks for proofing the descriptions. Will merge that in the later release after some checking(heh, I can see you guys misunderstood some technoble crazy things and I will have a try to correct them back without leaving too much Chinglish there).

29
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC2.1)
« on: June 08, 2017, 10:45:00 AM »
Hey is the Schwarzgeist Bomber Drone Wing supposed to have 200150 Armor value?

https://gyazo.com/ed401a50002e82df5e4374615c8fdc79
opps, that shoule be 150

30
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: June 06, 2017, 08:40:52 AM »
Hot...no, warm fix the Nexerelin compatibility issue. Sorry for the inconvenient.


Download Neutrino corp 1.84-RC2.1

Spoiler
RC2.1
------------------------------------------------
BUG FIX
- Fix up Nexerelin compatibility. (How can I missed this? )
[close]



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