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Messages - Deathfly

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226
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.2a]
« on: February 21, 2015, 11:55:25 PM »
Oh, I just remember someone said that the Siege Mode on Maul don't wrok well. I checked it and found when I activate the Siege Mode some slow turn weapons will turn away form my cursor instead turn into it.

Anyway, I had fixed it by doing some recoding in NeutrinoSiegeModeStats.java. Can I post it to you?

227
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.2a]
« on: February 21, 2015, 09:05:10 PM »
Lol I swear I fixed that a while ago, the dialogue was mixed from DA into neutrino.

Update your versions! or something :p

Found it.

\Neutrino corp\data\campaign\rules.csv

something wrong after "greetingNeutHostileWeakerDefiant"


BTW, I think the sizes of markets in Corona Australis are all to small now. Size=3 will only spawn destroyers. And this will effect to the trade fleets and the patrols belong to this market. So with the max market size=3, there are no neutrino cruisers and capitals will spawn in the sector unless there have a personnel bounty.

IMO, let the large processing dock have a size=5 is fine(size=4 for cruisers but no capitals IIRC).

228
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 21, 2015, 03:55:07 AM »
Thanks for the fast response Tartiflette! I've had a gut feeling it might be somewhat connected to Imperium, seeing as crash happens during Imperium siege of Jangala, but I was using updated Imperium 1.7 and started a new game, so it's kind of weird. Anyways, I'll try a new game as suggested and see what will happen :)

Update your Interstellar Imperium to 1.7.1, ver 1.7 WILL crash during a siege.

Change Log
Version 1.7.1 (February 18, 2015):
- Fixed Siege crash

BTW, seen like this update will not broke save.

229
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 21, 2015, 03:52:02 AM »
Thanks for the fast response Tartiflette! I've had a gut feeling it might be somewhat connected to Imperium, seeing as crash happens during Imperium siege of Jangala, but I was using updated Imperium 1.7 and started a new game, so it's kind of weird. Anyways, I'll try a new game as suggested and see what will happen :)

Update your Interstellar Imperium to 1.7.1, ver 1.7 WILL crash during a siege.

Change Log
Version 1.7.1 (February 18, 2015):
- Fixed Siege crash

230
Mods / Re: [0.65.2a] The Knights Templar v0.9.4
« on: February 20, 2015, 07:01:23 AM »
Well, I just found that I can replicat Pax Cannon in omnifactory.
Haven't check the Martyr but i think it needs to be check too.
Isn't one of the omnifactory config options ignore restricted parts, though?

noop, and I checked Templars\data\config\omnifactory\restricted_weapons.csv and restricted_ships.csv then I found why...

231
Mods / Re: [0.65.2a] The Knights Templar v0.9.4
« on: February 19, 2015, 09:18:43 PM »
Well, I just found that I can replicat Pax Cannon in omnifactory.
Haven't check the Martyr but i think it needs to be check too.

232
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.2a]
« on: February 17, 2015, 06:27:25 PM »
Hey, what does the misery actually do? Or am I gullible. (It says it does something special, and I couldn't tell what exactly.)

They have 2% chance to do 4x damage on hull, as well as Bane.

This will make them do a little deeper dig on armor, not significant but they do some difference.

233
Bug Reports & Support / Re: Infinite Supplies required to Repair at Station
« on: February 15, 2015, 03:58:15 AM »
This will happen when one of your ship's CR recover per day drop below 0%.

Lack of crew will cause it, especially when the ship's base CR recover per day is too low(some Neutrino's ship has a 0.5%/day CR recover so it will happen frequently).



234
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 04, 2015, 11:29:02 PM »
You can disable the vent AI with a one-line change: delete the Vent AI's line from the "plugins" list in settings.json.  Forgot to mention this.

or..can I replace vent AI with 2.4 ver?

235
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.1a]
« on: January 26, 2015, 09:26:57 PM »
Give me a bit, the economies got out of whack somehow, need some time to figure why they are producing so much.

Well...this problem should caused by neutrinoGen.java line 53 to line 74, I guess.
Maybe these lines let the spawned fleets carry those weapon and dump then into stations.

Don't know mach about java. My field is functional genomics, and I alway done coding in that way.

btw
The PDs don't work well after .65 missiles buffed.
Anti-Proton Laser can't keep track on target onec it fired up.
Disruptor's beam goes too slow, so thay can hardly hit missiles.

And Neutrino's missiles need a buff too.
Advanced Photon Torpedo only have a 250 per missile dmg and 40 per hit dmg? What's its role anyway?
Javelin Torpedo work just fine. But if compare it to Trebuchet LRM form SS+...

I have some idea about Disruptor and had made a scripts to make it spin and push only missiles.
Interested?


236
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.1a]
« on: January 26, 2015, 07:25:33 PM »
Phased Array Cannons: The Finest In Destroying Those Blasted Templars

In fact, beam will do hard fulx to Templars ships. So any heavy beam weapon will do so.

But there is another fact, Phased Array Cannons IS the heaviest beam weapon. :)

237
Mods / Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
« on: January 20, 2015, 09:13:49 PM »
Needs to start a new game or not?

238
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 19, 2015, 11:02:44 PM »
Glad to help.

So i should disable the Junk Pirates and transfer my save one more time? Well, i think this is a chance to test out the SCY 0.87.

239
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 19, 2015, 09:22:47 AM »
That's a vanilla problem: the bounty fleets generally spawn near a market-less planet. If that planet has a station though, there might be patrol fleets nearby that will take out the bounty immediately.

Assassinate bounties shouldn't end up like that, but they do.

And...well, when i said the bounty expire immediately, i mean the two messages pop out simultaneously like this.

somewhere:xxxxx credit bounty someone posted by someone on somebody.
bounty on somebody over.

Please forgive me for my unclear expression. It is my fault.

I just found that if this issue occurs, the portrait of the taget would must be a moded one. And I can't see Crystanitez in bounty fleets anymore so far.
Maybe there was a bug when a non-integrated faction trying to spawning some faction ships in the bounty fleet.

240
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 19, 2015, 06:16:49 AM »
When i play SS+ with some non-integrated factions (like SCY and The Crystanitez) something strang happen.

i found that the non-integrated factions sametime may trying to post a person bounty. But it will expire immediately and saying some other fleet had been take it out.

i guess there are something wrong happening when the taget fleet is spawning.

SCY and The Crystanitez should be clear, because i can remember that i used to engaged a Crystanitez fleet in Acheron F and the Crystanitez ship's heavy armour very impress me.

Maybe Junk Pirates or Neutrino Corp involved in but i'm not sure.

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