Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 - Deathfly

Pages: 1 2 [3] 4 5 ... 17
31
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 31, 2017, 01:47:57 AM »
OK, thanks for figure our a way to fix this bug and sorry for the late reply(really a little too busy in real life but I still keep a eye on here).
Anyway, this is a little strange since, yeah, the projectile's ID is "neut_neutronpulseburst_shot" and that's not much up the file name but it can still work on my side so I ignore this from long ago.
But anyway, I will fix that up.
And about TheEND, it was supposed to stop build up flux when the flux level over 80%(not a bug but a feature) but I will reconsider about it later.
The Falken have a very low chance to stock on any Neutrino's open market, and someone already spoilered how to got an Unsung, but the others joke(or meme?) ships will not appear in campaign.

32
General Discussion / Re: [0.8a][Guide] Armor and You
« on: May 09, 2017, 01:07:58 AM »
Guardian PD System: 1000 DPS -> 500 armor penetration
A thing about Guardian is it is a quintuple beam so the Dps are distributing evenly on five beams.
So the AP is 1000/5 = 200 DPS -> 100 armor penetration (So it will not fry frigates too easily).

33
When a MIRV(with vanilla AI) targeted to a figher, if the 2nd stage separate after the tageted fighter landed, it will cause a CTD.
http://fractalsoftworks.com/forum/index.php?topic=2345.msg207876#msg207876
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
   at com.fs.starfarer.combat.ai.missile.MissileAI.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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(Thread.java:745)

34
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 04, 2017, 10:54:26 AM »
Ok, I had reproduced this one. When a MIRV targeted to a figher, if the 2nd stage separate after the tageted fighter landed. that will crash.
Since this is a vanilla bug so either I write a new custom AI or Alex fix the MIRV AI can fix this. (And I already make phase missile system AI skip fighers in the released mod so that crash is really rare, but still can happen.)

Well, I will report this bug and think about a custom AI.

35
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 04, 2017, 08:19:46 AM »
I am guessing this is linked to a Neutrino missile?

Hmm, I think no. The only Neutrino missile that use vanilla MIRV AI is the phase missile. And I am quite sure that it wouldn't try to shoot out a ship.
But anyway, I will keep an eye on it.

Or maybe you can sent the save to me so I can have a try to reproduct it.

Hmm... something went wrong...

Ah, that's a really rare thing that a random vector return (0f, 0f). Will add a zero check in next release.

36
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: May 01, 2017, 03:03:01 AM »
Compatibility update out!


Download Neutrino corp 1.84-RC1

Spoiler
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]


37
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: March 28, 2017, 11:19:52 PM »
My advice is stop right there. That something you can't and will never want to handle.

38
General Discussion / Re: Have anyone heard about Fairy Empire Mod?
« on: March 21, 2017, 10:55:16 PM »
Yeah, that's a TC mod from China and the moder still trying to update is but seems like it will not finish until 0.8. And unfortunately, there is no plan to translate it into English ATM.
IIRC the last version is 0.34 for SS 0.6.2a. And the only English translate one is 0.33 for SS 0.54.1a.

39
Modding / Re: How how HOW do modders make custom sounds???
« on: March 21, 2017, 01:12:43 AM »
If you already have sound files that don't need anymore modification, you can check here to download some coder to convenience your file into ogg.
And make sure to code them into monaural 44100Hz 32bit.
https://www.xiph.org/downloads/

If you don't have any sound source, you can try to grab some real life gun fire sound record or game SFX as source. Or, your can use instrument sound mix with tone generator to make your own source. Then modulate, remix and equalize it.
You can check this post out.
http://fractalsoftworks.com/forum/index.php?topic=6552.0

40
Modding / Re: How how HOW do modders make custom sounds???
« on: March 21, 2017, 12:39:49 AM »
I can't get it. Are you asking how to organize a sounds.json, or how to generate/remix a new ogg sound file for mod's SFX, or both?

41
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: March 11, 2017, 01:45:29 AM »
For Linux/Mac user, you can try to use this hot fix Jar to overwrite the old one (and hope it can really fix thing up).
https://bitbucket.org/Deathfly/neutrino-corp/downloads/Neutrino%20corp%201.83-RC4.8%20Linux_and_Mac%20compatibility%20hot%20fix,%20take%201.zip

42
You should declare and initial the field "ROF_BONUS" in class "FluxPurgeAmmoStats" and reference that field in both "apply" and "getStatusData".

And the code should looks like this.

Spoiler
Code
package data.shipsystems.scripts;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.impl.combat.BaseShipSystemScript;

public class FluxPurgeAmmoStats extends BaseShipSystemScript {

//    public static final float VENT_BONUS = 200f;
    public static final float MAX_PERCENT = 150f;
    private float FLUX_LEVEL = 0;
    private float ROF_BONUS = 0;

    @Override
    public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel) {

        if (!(stats.getEntity() instanceof ShipAPI)) {
            return;
        }
        ShipAPI ship = (ShipAPI) stats.getEntity();
        FLUX_LEVEL = ship.getFluxTracker().getFluxLevel();
        ROF_BONUS = FLUX_LEVEL * MAX_PERCENT;
        stats.getBallisticRoFMult().modifyPercent(id, ROF_BONUS);
        stats.getFluxDissipation().modifyPercent(id, ROF_BONUS);
    }

    @Override
    public void unapply(MutableShipStatsAPI stats, String id) {
        stats.getBallisticRoFMult().unmodify(id);
        stats.getFluxDissipation().unmodify(id);
    }

    @Override
    public StatusData getStatusData(int index, State state, float effectLevel) {

        if (index == 0) {
            return new StatusData("flux dissipation increaced by " + (int) (ROF_BONUS) + "%", false);
        }
        if (index == 1) {
            return new StatusData("ballistic rof increaced by "+(int)ROF_BONUS +"%", false);
        }
        return null;
    }
}
[close]

43
"ROF_BONUS" is a local field of the method called "apply", not a field for class "FluxPurgeAmmoStats" so you cann't reference it in the method "getStatusData", another method of class "FluxPurgeAmmoStats".

To do so, you should declare the field "ROF_BONUS" in class "FluxPurgeAmmoStats". like what had you done for the "VENT_BONUS" and "MAX_PERCENT.

44
Modding Resources / Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
« on: March 06, 2017, 12:32:56 AM »
Is there a breakdown or tutorial on making a weapon somewhere? The ship stuff is pretty well explained on the wiki and in the program but I'm having trouble finding out anything about making weapons.

That's very close to the ship editing. You should input the image, set the offsets, and editing a lot of thing in the strings edit mode. But somehow there are a lot of different between each weapon type so it is hard to make a "How to" guide, sorry. 

45
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4)
« on: March 05, 2017, 07:38:17 PM »
Hope this will fix the Mac/Linux incompatible bug up.


Download Neutrino corp 1.83-RC4.8

Spoiler
RC4.8
------------------------------------------------
CONTENT CHANGES
- Pulsar Beam weapon line
 -> Slightly improve projectile VFX

BALANCE CHANGES
- All price adjusted a little.

- Neutronium Plating
 -> Will cause two seconds overload while collapsed.(was one second.)
 -> Strength regenerate will drain peak timer.
 -> All ships' peak time slightly increase to counter this.

- Banshee
 -> Large hybird turret replaced by engergy.

- Sledgehammer
 -> Medium universal turret replaced by synergy.
 -> Medium synergy turret replaced by engergy.

- Vice
 -> Large universal turret replaced by energy.
 -> Flux cap increase to 3500(from 3000). Flux dissipation increase to 300 (from 200)
 -> OP reduce to 70 (from 75).

- Pile-Driver
 -> Removed missile hardpoints.
 -> Removed flight deck.
 -> OP reduce to 25.
 -> Cargo bay increase to 280, fuel tank enlarge to 120.
 -> (It become an armored freighter now.)

- Pile-Driver(A)
 -> Sprite was reworked.
 -> Now renamed as Pile-Driver(C).
 -> Removed large energy slot and missile hardpoints.
 -> Add a medium synergy turret.
 -> OP reduced to 40.
 -> Flux cap reduced to 4000, dissipation reduced to 150.
 -> Max speed reduced to 75.
 -> Peak timer increase to 420.
 -> (Will have two decks in 0.8 but not for now. )

- Lathe
 -> Armor rating reduced to 800.
 -> Max flux reduced to 12000.

- Adv. P. Torpedo
 -> Missile max speed reduced to 200
 -> Sub munitions speed reduced.

- Light Photon Torpedo
 -> Max ammo reduced to 6

- Photon Torpedo Launcher
 -> Max ammo reduced to 10

- And maybe something I can not remembered.

BUGS FIXED
 - Tried to fix the CTD on Mac and Linux.

[close]

Pages: 1 2 [3] 4 5 ... 17