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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)  (Read 794216 times)

Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC4 (2021/09/10)
« Reply #1485 on: September 18, 2021, 11:52:41 PM »

Absolutely not.
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Szasz

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Re: [0.95a] Diable Avionics 2.63RC1 (2021/09/04)
« Reply #1486 on: September 19, 2021, 07:49:34 AM »

[RECENT CHANGELOGS]
2.63
 - The IBB Gulf now spawns in a patrol fleet if Ship and Weapon Pack is not enabled.

Amazing!
Changes are awesome in general but thoughtful little stuff like this is very appreciated.
Last but not least your mod's quality is incredible!

ps. What is Starbase Deep Strike capability by the way?

May I get an answer to this, please?
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Szasz

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Re: [0.95a] Diable Avionics 2.63RC1 (2021/09/04)
« Reply #1487 on: September 21, 2021, 07:39:51 AM »

Second crash with RC4, can't be a coincidence.

9202985 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.Diableavionics_antiMissileAI.advance(Diableavionics_antiMissileAI.java:74)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.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)
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peterwy22

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Re: [0.95a] Diable Avionics 2.63RC4 (2021/09/10)
« Reply #1488 on: September 25, 2021, 08:58:58 PM »

nullPointer during battle causing game to crash
3336378 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.Diableavionics_antiMissileAI.advance(Diableavionics_antiMissileAI.java:74)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.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)
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC4 (2021/09/10)
« Reply #1489 on: September 26, 2021, 01:54:14 AM »

Yes, I have a small patch I hope to release today that will fix this one among other things.
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1490 on: September 27, 2021, 01:25:16 AM »



Well, one last fix was needed. It should take care of the MagicBox crash as well as a few other minor issues. I also made a few minor alterations to the Pirate skins.

There is also a new main menu mission that is both ridiculous but also quite fun (for the try-hard among you) Do tell me id you enjoyed it an would like to see it more polished.

CHANGELOG
[RC5]
 - Fixed crash related to Magicbox anti-missiles.
 - (Hopefully) fixed some issues related to unique ships' wreck spawning multiple times or inside stars.
 - Arbitrator interceptors now have a visually smaller booster.
 - Pirate skins are now slightly rarer.
 - Assume Control and Prière ECM Field systems now benefit more from the System Expertise skill.
 - Added a fun main menu mission...

 - Stratus:
   . Maintenance/dp reduced to 5 from 6,
   . Crew requirement reduced to 30 from 45,
   . Speed increased to 55 from 45,
   . P variant received a few mild further buffs and the Shielded Cargo-Hold hullmod.
   > Further securing its position as a compromise between Buffalo and Mules.

 - Rime P:
   . OP amount raised to 90 from 70,
   . Cargo capacity raised to 400 from 300.
   > The civilian-grade amount of OPs was a bit too much of a handicap.

[close]

Earliest save compatible version: 2.62


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib
« Last Edit: September 27, 2021, 01:32:57 AM by Tartiflette »
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boogiebogus

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1491 on: October 06, 2021, 02:34:46 AM »

Hello! I've been lurking on the forums for a while, and finally did a diable mono-fleet run (which is still going), so I decided to write my thoughts. While it's mostly complaints here, if I don't mention it, it's safe to assume I liked it a lot.

- As a small note, I couldn't get the virtuous because some other fleet merked it and the wreck fell into... the center of the sun, somehow. I plan on cheating it to myself once I accomplish something significant, though.
- I found recson v + artdeux to be a very hard to beat combo. I had some ships running graves + glowtusks, but they started performing a lot better once I switched over.
- I found the mostro cannon slightly iffy - shorter range, plus the back-seated mounts of the capitals... well, at least the AI handles it ok so I'll take that as a sign that this is just me.
- Lazyhorns good. Maybe even too good. As a side note, I beat the zig using a fleet of nothing but missiles and lazyhorns which was really funny.
- I couldn't really find a place for gusts or pocket gusts in my fleet comp. I'd bet they work great in mixed fleets, though.
- I tried to get calms to work... but hayles seem like straight up the better choice due to their superior mobility.
- Uhlan maelstrom is one of the most fun ships i've used. Phase grazer rocks.
- Had a hard time seeing why I should use frigates other than vapors. Sleets aren't very offensively solid and the other one without shields doesn't even get hit on the armor module much. Not to mention the other problems of a shieldless ship :p
- I don't see much of a reason to use arbitrator z. The damage output of normal arbitrators is already enough to turn an unlucky ship into paste...
- I found my fleet struggling a lot against doritos. Their weird arc PD plus their cryoflamers wrecks fighters and wanzers (the latter of which they can outrun) and they have enough flux stats to always catch any missiles headed their way without risking overload. Could probably stomp with a revised fleet but the standard saturation build doesn't work well.

That's all I could think of. Maybe more later?
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1492 on: October 06, 2021, 03:29:11 PM »

Thanks for the feedback. I think the one actionable part is the Lazyhorn, which was already under scrutiny for being a bit too good.
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