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Messages - Deathfly

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61
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.2)
« on: October 01, 2016, 06:04:47 AM »
Hmm, IIRC the siege mode used to be had that behaved (plus let you fire the frist round from a burst fire weapon while system charging up) but it got fixed in the newest release. And yes, I cann't reproduce this bug any more now.

62
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4)
« on: September 04, 2016, 08:04:00 AM »
I must ask: will the Adventure-class ever come back?
No. Neutrino already have too much capital ships so no.

@Cojaviem @Tufted Titmouse  and whoever have that strange crash

OK, I just removed that hullmod skill requirement script which cause this crash so...well, sorry for the inconvenient.


63
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4)
« on: September 04, 2016, 07:56:49 AM »
Hmm, just a little too buzy/lazy in these days. But anyway, here we got a routine maintenance update.


Download Neutrino corp 1.83-RC4.2

Spoiler
Code


RC4.2
------------------------------------------------
CONTENT CHANGES
- Adv. Photo Torpedo payloads now will less likly to emerge inside its target.
- Remove the hullmod skill requirement due to its script cause a lot of trouble.

BALANCE CHANGES
- Magnetar
 -> Range increase to 500 (from 450)
 -> Spread now fixed to 6.
- Pulsar Beam weapon line
 -> Minimum spread increase
 -> Heavy Pulsar Beam max spread reduce to 20 (from 24)
- Light Photon Torpedo
 -> Max spread reduced to level up Photon Torpedo
- Moskito wing
 -> Ship system change into Swarm Flare Launcher
 -> Max speed reduce to 125 (from 135)
- Floh
 -> Max speed reduce to 120 (from 135)
- Herp Emitter and Phased Array Cannon
 -> Will block venting while firing.
- Sapper SRM and Goliath SRM Launcher
 -> Will cause Ion Cannon like on hit effect when hit on hull,
 -> Goliath ammo increase to 480
- Unstable Photon Cannon
 -> Dps increase to 2000
- Grinder
 -> Max speed reduce to 60
- Nirvash
 -> Max speed reduce to 50
- TheEND
 -> Phase ring will vent hard flux into p-space when ship phased and flux level is higher then 60%.
 -> Hard flux will stabile at 80% level.
 -> Ship max speed will reduced while it venting hard flux.

[close]

64
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4)
« on: July 15, 2016, 02:36:35 AM »
@Tufted Titmouse: yeah, your feeling is right, and I got some similar reports before but I can't reproduce this on my end. Maybe I should remove that feature next time.

65
Modding / Re: Any help appreciated
« on: July 12, 2016, 11:11:05 PM »
Disable NGO.

66
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.5)
« on: July 10, 2016, 01:12:52 AM »
OK, here we go. I really hope this one can fix the Mac crash issue.
Jackhammer become a better large energy weapon platform now, you may want to check it out.
And here we got more dakka.


Download Neutrino corp 1.83-RC4

Spoiler
Code
RC4
------------------------------------------------
CONTENT CHANGES
- Adv. Photo Torpedo now release its payload in an Unstable Photo style.
- Add a new small energy weapon, Magnetar. A decent Pulsar like PD weapon that fire in bursts.
- A really tiny subtle change on the HERP firing VFX.
- Add Magnetar, a 4 OP small energy Pulsar like PD weapon.
 -> Fire in 8x25 brust.
 -> Accuracy is...well, let's say the inaccuracy is acceptable for a PD weapon, barely.
- Drohne and Schwarm now armed with tune down version Magnetar.
- Add a new fighter wing, Moskito class escort corvette.
 -> Base on Floh.
 -> Armed with Anti-photon Laser and Magnetar.
 -> 2 ships per wing.
- Compatible with Knights Templar 0.9.5h (fixed the TEM_LatticeShield related issue).
- Compatible with GraphicsLib.

BALANCE CHANGES
- Neutronium Plating
 -> Full restore time increase to 60/90/105/120
- Adv. Photo Torpedo
 -> Max release range reduce to 500 (from 600)
 -> Damage reduce to 600 per missile (from 750)
- Hildolfr
 -> Flux dissipation reduce to 1000
 -> Armor reduce to 800
 -> No longer sold on open market.
- Jackhammer
 -> 2 large missile slots change into synergy.
 -> Ship system change to Siege Mode.
- Phased Array Cannon
 -> Burst damage reduce to 12000
 -> Flux usage reduce to 21000 per burst(same flux/damage ratio)
 -> Burst time shorten to 6 sec.
 -> Range reduce to 800
- Siege Mode
 -> Cooldown increase to 30 sec.
 -> Range bonus for projectiles/beam reduce to +100%/+50% (from +200%/+66%)
 -> Now ship can slightly turn while system is activated.
- Photon Gun
 - Increase projectiles tracking ability.
- Drache
 -> Wing size restore to 2 due to a 1 ship wing cann't land on carrier correctly.
- Phase Missile System
 -> Missile HP reduce to 100 (from 650(!!)).
- Hammership
 -> Ship system change into Reaction Control System...Oh wait, this should not in the "BALANCE CHANGES" section...

BUGS FIXED
- Tried to fix the "no such method" error on Mac.(Please inform me if this cause significant performance issue.)

[close]

67
Deathfly, you planning on fixing up that EMP death throes functionality and adding it in? Seemed entertaining.

Saw that and that's on the todo list already.

68
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.6)
« on: June 23, 2016, 08:45:32 PM »
Bane and presumably Misery crash game when hitting Templar ships. The lattice shield's class has moved from data.hullmods.TEM_LatticeShield to data.scripts.hullmods.TEM_LatticeShield, and the import and checks in NeutBaneEffect needs to be updated.

Not only the Bane and Misery, there are much more things will crash due to the same reason. You can use that fixed JAR in Templar's post or wait for my update.

69
Mods / Re: [0.7.2a] Scy V0.99e (10/04/2016)
« on: June 20, 2016, 12:05:06 AM »
  The issue is... There don't seems to be any non-compiled mod up-to-date left.  :o Hum, that's inconvenient to say the least.

IIRC we still have JP in now days.

Maybe someday I can set up a "My first SS mod Kit" that contain the most basically part of a mod that could help the new comer to get on its feet when I feels free.

EDIT: OK, seems like my memory fails me, JP is compiled now.

70
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.6)
« on: June 02, 2016, 01:52:33 AM »
For some reason I'm getting a weird thing involving duplicate hullmods.



It happens for the omega upgrade too. Any way to fix it?

That tricky hull mod restrict way only run once whill the game loaded and it already got a failsafe to prevent this kind of duplicate happen so it shouldn't happen.
I'm having the same crash as SpaceRiceBowl. Windows 7 here.

Running these mods:

Audio Plus
Blackrock Drive Yards
Common Radar
Console Commands
DIABLEAVIONICS
GraphicsLib
Interstellar Imperium
LazyLib
mayorate
Neutrino corp
Nexerelin
pbc
Save Transfer
SCY
Ship and Weapon Pack
Templars
Tiandong Heavy Industries
TwigLib
Underworld

sigh, seems like I should try to load that tons of mods to go for a test...

71
http://tieba.baidu.com/p/4401089183

I have to say he already got warning form us Chinese Starsector community in this March and he said he will redo the sprites before release.
So he knew he is ripping Starsector and just keep doing this.

72
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.6)
« on: May 07, 2016, 07:05:10 PM »
Having a crash whenever I load up this mod
Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchFieldError: Ò00000
java.lang.NoSuchFieldError: Ò00000
   at data.scripts.SetUnlockBySkill$SortByLevel.compare(SetUnlockBySkill.java:83)
   at data.scripts.SetUnlockBySkill$SortByLevel.compare(SetUnlockBySkill.java:75)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at data.scripts.SetUnlockBySkill.setUnlockBySkill(SetUnlockBySkill.java:48)
   at data.scripts.NCModPlugin.onApplicationLoad(NCModPlugin.java:68)
   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)
[close]

Run on mac?

73
Modding / Re: Making Weapon Pack
« on: May 06, 2016, 07:19:04 AM »
And missiles with customized AI needs to load their AI in modPlugin. And projectiles with special every frame effects needs thire combatEveryFramePlugin.

Heh, in fact you will need at least B+ level of modding skill to do that if you what to mix up everything. And if you just want to implement some not so complicated weapons. I think you needs a C.

74
Mods / Re: [0.7.2a] DynaSector 1.0.2
« on: April 29, 2016, 03:27:49 AM »
It's a public repo.  If you want support, just fork and make a pull request.  Deathfly might be doing that soon.

Soon™ due to I got a little more busier in these days.

It's a public repo.  If you want support, just fork and make a pull request.  Deathfly might be doing that soon.

Question: what does the dynasector support entail?
If I understood correctly it allows for randomized variants, right? Meaning that any ship can mount pretty much whatever it wants (well, what dynasector rolls I guess), am I correct in that statement?

If so why there is a need to "support" a mod? Couldn't dynasector just say "ok, this is a weapon, it comes from mod X, I will mostly install it on ships from that mod though I can also put it on any other ship provided that certain stuff is happening (markets being near? Recent fights?)"

Unless the whole "know what role is fulfilled by that weapon" thing must be "hardcoded".

Long story short, this thing is much more complex then you thought. It got a rating system and a ban list to make less *** randomized variants (like a Paragon with shield bypass) and let the factions more likely to stick on its own theme (like less templar ships/weapons in a pirate fleet).

75
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.6)
« on: April 29, 2016, 12:00:10 AM »
Will GraphicsLib suffice or is its predecessor still necessary?

They both work.

About the mysterious red unicorn:

It will sometime on sell.

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