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Messages - YuiTheModder

Pages: 1 [2] 3 4
16
Mods / Re: [0.95.1a] LowTech Armada
« on: February 06, 2022, 03:57:45 PM »
So I was busy raiding Tech duinn and then it got decivilized, any way to colonize this? Industrial evolution or terraforming (cant remember which) allowed us to colonize stations but that doesnt work for tech duinn since its in hyperspace so just looking to see if anyone got a way to get either an AI or someone to colonize it?

Unfortunately due to the Hyperspace layer being unfinished in Vanilla there are too many potential crashes and softlocks for me to let the player capture Tech Duinn while its in Hyperspace.

That said, in a future patch I plan to make a quest where you can destabilize Tech Duinn and throw it out of hyperspace and into a nearby system, after which you can capture it. (If you have Tech Duinn set to spawn in a system in the config at the moment you can absolutely capture it right now though).


17
Mods / Re: [0.95a] LowTech Armada
« on: February 06, 2022, 03:55:01 PM »
Not sure if its intended but the Tappah Drone Superiority Bomber's hammer torpedos have a 45sec reload, causing it to start manfighting stuff with it's vulcan cannon because the hammers are taking forever to reload after the initial attack run

Heya, yes this is intended, though I have been thinking a tad too punishing, I may look into changing the Tappah in a future patch to be more potent.

18
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 09, 2021, 12:58:35 PM »
I really love Arma's creative fighter concepts, and really appreciate the effort that has clearly gone into making them balanced to vanilla standards.


One small problem we had in the recent Tournament was a crash that happened when an arma ship tried to retreat, logs to follow:

Spoiler
Quote
12983773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.BasicShipAI.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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
[close]

Another user also sent this (see below) to player_tech_support in the unofficial discord, and says there was an arma ship in the fleet that had tried to retreat during a fight in their campaign:

Spoiler
Quote
2550808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.BasicShipAI.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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
[close]

Sorry to dump extra work on you ^^*.

19
Mods / Re: [0.95a] LowTech Armada
« on: August 18, 2021, 01:07:22 PM »
Hey Yui, great mod, love having the additional variety in enemy fleets and my own.
I recently updated to the latest version in my existing save, I believe I updated from Tournament Pre-Release 2, and when launching my existing save I get this error

Spoiler
149640 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [LTA_Adjudicator] not found!
java.lang.RuntimeException: Ship hull spec [LTA_Adjudicator] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:432)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:426)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:413)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I would've downgraded back to the previous release myself but I just emptied my recycling bin without even thinking. I'm wondering if this is a bug or due to some change made in the newest version. Any help you could give would be great. Thank you!

Heya! The current tourney pre-release is not save compatible, sorry.

You don't need to worry too much though, so long as you are not using a mod with the id "LTA_Adjudicator" as well as this, you can just change the ID of the .ship and .variant files for the ship currently named "LTA_Moderator" to "LTA_Adjudicator" and so long as you rename all of them (including the IDs inside the files) it will work on your current save and you should see no issues.

It may take a while, but you can make LTA save compatible for the patch your save is from by doing that.

You'll find the files and IDs in:

LTA\data\hulls

LTA\data\variants

LTA\data\strings (For description ids)

LTA\data\world\factions\Hegemony (And \Independent)

For variant files you will need to swap all the LTA_Moderator variant beginnings with LTA_Adjudicator, what comes afterwards, eg: LTA_Moderator_Assault can stay.

If this is too much stuff you might want to stay on your current version or if you do update, start a new save. Sorry about that.

20
Mods / Re: [0.9.1a] LowTech Armada
« on: June 24, 2021, 09:49:48 PM »
Hi everyone, I've just uploaded the latest release of LowTech Armada (in this case the Pre-Tournament release)!

Please let me know what you think if you have time.

Here's the link (it should work on the current version of Starsector [0.95a-RC15]): https://mega.nz/file/Z05HiKTI#5m5jQbVskTfrImziOXY09VTlFURAskwXyYBBj2FR25I

Have fun!

21
Mods / Re: [0.9.1a] LowTech Armada
« on: March 29, 2021, 09:03:27 PM »
Will we ever get a ship with a Snapcracker Cannon? I wanna big shooty some bastards..

As soon as the next update is ready and set up I likely will :) .

22
Mods / Re: [0.9.1a] LowTech Armada
« on: February 23, 2021, 02:24:53 AM »
Hello, I can tell that (Secret Ship) Upcycled Mitigator Class battleship is UNBUILDABLE, blueprint or some line of code is wacked and even if player queue production for this ship it won't build (spawn in game anywhere) and player can say bye bye to tons of cash. Can You fix it? ;)

Heya, the next update is nearly done, and this will be included in that patch's round of fixes, thank you for the feedback!

Unfortunately, I cannot let players manufacture the Upcycled Mitigator until I have released the Upcyclers' Sect as an optional sub-faction (Mostly due to the stat changes).

I hope that is ok?

23
Mods / Re: [0.9.1a] LowTech Armada
« on: February 18, 2021, 12:45:00 AM »
Is the Epattcud XX suppose to cost a quarter of a million credits?  While this ship is really cool and a beast of a frigate, that's the same cost as the Doom which is a heavy phase cruiser.  It feels like this price is three to four times as expensive as it should be.  For comparison, the Doom is 35 deployment cost to the XX's 14 and has triple the armor and 2.5x the flux.

I'll take a look at the ship pricing. :)

24
Mods / Re: [0.9.1a] LowTech Armada
« on: December 20, 2020, 11:57:38 AM »
Heya

I've had a look and decided to buff the Mason's DP to 25 after comparing statistics.

The Defender flux has been normalised (All of these are for the next update).

The EpattcudVIII has been given the intended manuverability issues and now functions as intended rather than being nigh impossible to flank with frigates and destroyers. It has a potent frontal weapons array, but when pressured by most kinetics or high-impact weapons arrays on similar ships it crumples.

I ended up deciding to keep the EpattcudX at its 1.5 max turn rate,   0.75turn acceleration it inherited as part of this round of fixes, as this enables it to function competently while still posing a massive risk to itself if it overextends or is flanked by large ships.



25
Mods / Re: [0.9.1a] LowTech Armada
« on: December 17, 2020, 03:38:02 PM »
The Epattcud VI has now been changed so that rather than its tiny capacity being a problem, it instead has a lot less dissipation -150-250 as of the next patch to come out, thank you for the feedback.

Did you see any other ships that bothered you perchance?

26
Mods / Re: [0.9.1a] LowTech Armada
« on: August 07, 2020, 06:20:54 AM »
Sorry to trouble you again :'(, is the download link the latest patch? It seems that the modules of EpattcudX can still have TSC Converted hangar/Makeshift Shield(and then omni shield generator) installed.


TSC's Converted Hangar is now fixed to not be compatible on the ship, but I will need to test the shield hullmods.

27
Mods / Re: [0.9.1a] LowTech Armada
« on: August 04, 2020, 02:54:08 PM »
Sorry to trouble you again :'(, is the download link the latest patch? It seems that the modules of EpattcudX can still have TSC Converted hangar/Makeshift Shield(and then omni shield generator) installed.

Really? I'll take a look, I've been using magic to make hullmods incompatible.

28
Mods / Re: [0.9.1a] LowTech Armada
« on: August 03, 2020, 02:10:46 PM »
The new station with unique music is cool and all but according to the Nexerelin thread hyperspace stations cause massive slowdowns.
I suggest doing what Nexerelin did to Prism Freeport.

Also, you forgot to include the JAR file.

For now, there is no Jar file. I prefer not to package just yet as so little of the mod requires javascript. You should find it works just fine without.

Neither me nor the people who beta tested the mod in regular campaigns with mods enabled had any issues with slowdown due to the new secret station. We each have computers with different specs, and run the mod with many others enabled, if you're experiencing slowdown due to the mod please let me know, though I understand Histidine left it open for players to put the Prism Freeport station back in hyperspace if they prefered that stylistic choice, so I would personally infer that the slowdown is not much more severe that just a regular station. There are only 3 of us testing though, so I'm waiting for more user feedback on that front.

I'll keep an eye out for it  :), thank you so much for your feedback.

29
Mods / Re: [0.9.1a] LowTech Armada
« on: August 03, 2020, 02:13:47 AM »
yes TSC is a vanilla balanced mod I think, except its converted hangar, which adds three decks to battleships, two to cruisers and one to destroyers, a large number of low OP fighters can be equipped. Vanilla converted hangar won't have any problem.

I believe I have fixed this in the most recent patch, thank you for bringing it to my attention.

30
Mods / Re: [0.9.1a] LowTech Armada
« on: July 17, 2020, 10:52:24 AM »
By the way, what do you think of the converted hangar on the hull module? Especially TSC's hullmod, which allows EpattcudX to have a total of 11 hangars.

TSC has a hullmod that adds more than one deck per converted hangar?

I designed the ship so you could put converted hangar on every module and turn it into more of a carrier.

OP is kind of tight on the combat and missile modules if you want the most effective loadouts for them so i feel super comfy with Converted Hangar.

However I do not feel comfy with it letting another vanilla balanced mod (I assume?) add that many decks to the ship.

I'll think about making a mod exception and disallowing that hullmod in a future patch. However Converted hangar (Unless I change my mind in a big way) will always be usable with the EpattcudX, I even put a little shuttle deck on the combat module for it ;-;

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