Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 7 8 [9] 10

Author Topic: [0.95a] prv Starworks v21 (2021-05-08)  (Read 136679 times)

prav

  • Commander
  • ***
  • Posts: 109
    • View Profile
Re: [0.95a] prv Starworks v20 (2021-05-01)
« Reply #120 on: May 02, 2021, 10:11:48 AM »

Yes of course I'll look into it.
Logged

prav

  • Commander
  • ***
  • Posts: 109
    • View Profile
Re: [0.95a] prv Starworks v20 (2021-05-01)
« Reply #121 on: May 02, 2021, 10:21:56 AM »

DOWNLOAD

v20.2

- Fixed a bug with Gengångare Reversion Core forgetting its memory state.
Logged

prav

  • Commander
  • ***
  • Posts: 109
    • View Profile
[0.95a] prv Starworks v21 (2021-05-08)
« Reply #122 on: May 08, 2021, 01:08:44 PM »

DOWNLOAD

v21

Added the Berguv MIRV Launcher
- A medium-sized finisher weapon with moderate homing ability.
- Used by the prv.

Added the Brytare Rocket Launcher and Brytare Rocket Pod
- Launch orienting rockets. The heavy barrage is good at overwhelming the defenses of slower ships.
- Used by the Rust Belt, and the occasional independent captain.

Gravity Well
- Recharge rate reduced by 33%, to one charge per 10 seconds.

Swarm Hosts
- Target Designator now applies a brief debuff to the target, increasing damage taken and reducing autoaim accuracy.
- Target Designator now automatically sets wings to engage while fired. Reverts to the previous setting afterwards.
- Added a fitting hint and an explanatory line to the Swarm Host and Intangible hullmods, respectively.

Campaign
- Rust Belt starting relationship with the Hegemony improved to suspicious.
- Debris Belts can now spawn in the sector fringes on new campaigns.
- Reduced Aska (LC) spawn rate in LC fleets by two thirds.
- Removed Skära from the Rust Belt package, it is now rare-drop only.
-- Rusters will continue using the ship as usual. Other factions will no longer use it.
- Added some items to the Mercenary table of equipment.
- Removed the Ion Cannon from the prv's table of equipment.
- prv doctrine switchups will now also affect their weapon preferences.

Added as potential Historian targets
- Skrål Wing
- Oklang Wing
- Ballebo
- Is
- Vålnad
- Gryning
- Akers Denova
- Rörsångare Torpedo

Fixed an error where Fräsare-family explosions were significantly larger than intended.
Touched up the Sinne sprite in a couple of spots.
Kite (prv) codex now accurately reflects its new fighter loadout.
Tweaked the color-picking logic for the Arcfault Ejector.
Fixed Rök (P) weapon arc error on one of the small ballistic mounts.
Adjusted the missile attachment points for the Berguv Launcher.
Kakafoni spawn category shifted to carrierMedium.
Flares will no longer be affected by gravitic effects.
Adjusted the death vfx and sfx of Integrated Swarms.
Added some code hardening to Blast Heater to hunt down a very rare NPE.

Logged

Warnoise

  • Commander
  • ***
  • Posts: 150
    • View Profile
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #123 on: May 18, 2021, 08:20:10 AM »

I just fought against prv and they felt even more difficult than fighting remnants. Tanky shields, insane weapons, very high mobility and some crazy time manipulation ships systems.

I wonder what their weakness is :/
« Last Edit: May 18, 2021, 08:34:54 AM by Warnoise »
Logged

GreeM

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #124 on: May 19, 2021, 11:11:04 AM »

How do you guys even use the gast carrier? If im in a fight that's rather close or hard the fighters get popped and i have no way of reaching the 666 vent thats needed to keep it up. So i end up never beeing able to use them in a bigger fight, only fights i can stomp the enemies. which for me makes them useless, but its a cool concept so wanted some input from someone.
Logged

Warnoise

  • Commander
  • ***
  • Posts: 150
    • View Profile
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #125 on: May 20, 2021, 05:48:17 AM »

You need to field some flamma's. Put them in the front and nothing will reach your big ships. Those little fellas are super OP
Logged

shoi

  • Captain
  • ****
  • Posts: 382
    • View Profile
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #126 on: May 21, 2021, 04:58:48 PM »

running a playthrough with a rust belt commission while testing some things. On an overall assessment of the mod, the aesthetic of all of the weapons are great with really nice effects, and there are a lot of unique abilities and campaign level mechanics.

Anyway, playing as Rust Belt is probably the hardest campaign start i've done, but it's been a lot of fun. I've been mostly stuck in Kratul due to the faction getting hammered with invasions and raids due to unlucky nex rng; this might seem boring at first, but the system feels like a perpetual hotzone with many fleets out to kill you that also yield lots of salvage. Speaking of, I noticed a lot of "hidden" fleets popping up in the system - is this a part of the mod?

 prv ships are pretty tough to crack and most of the campaign has involved losing large chunks of my scrap fleet any time I tangled with them. I don't know if i can accurately gauge balance given the abysmal ship quality of what I can scrounge up from Rust Belt markets at the moment compared to what the prv are fielding, but getting a hold of just a few of their ships and weapons really made the playthrough less painful. I'll probably have to post again with a better assessment, but felt like dropping my .02 cents.
Logged

TMPhoenix

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #127 on: May 29, 2021, 03:42:16 AM »

I seem to have a problem with the laboratory complex: I have a colony, but haven't built the lab. Closest thing I did was hover over the option in the build menu while browsing for something to construct. Yet somehow my colony is suffering from the stability reductions caused by the lab. Is this a known issue? Can I do something about it?
Logged

prav

  • Commander
  • ***
  • Posts: 109
    • View Profile
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #128 on: May 30, 2021, 04:25:49 PM »

I seem to have a problem with the laboratory complex: I have a colony, but haven't built the lab. Closest thing I did was hover over the option in the build menu while browsing for something to construct. Yet somehow my colony is suffering from the stability reductions caused by the lab. Is this a known issue? Can I do something about it?

Thanks, I found the error. Will be fixed next release.

In the meantime you can clear the debuff by running this command in the console:
Code
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {market.getStability().unmodify("ind_prv_labs" + "lux");market.getStability().unmodify("ind_prv_labs" + "drug");market.getStability().unmodify("ind_prv_labs" + "wep");}
Note that it will reapply again on hover, if given chance.
« Last Edit: May 30, 2021, 04:43:29 PM by prav »
Logged

PersistantFlame

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #129 on: June 17, 2021, 07:33:57 PM »

Hello,

I am getting a crash that happens every time a ship of mine hits a certain percentage of flux. I believe that it may be due to a bug with the arcfault ejector hullmod. Here is the script from starsector.log:

377308 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
    at java.util.Random.nextInt(Unknown Source)
    at scripts.hullmods.prv_arcfault_ejector.advanceInCombat(prv_arcfault_ejector.java:136)
    at com.fs.starfarer.combat.entities.Ship.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)

Is there a workaround to this bug?
Logged

yyptcw

  • Ensign
  • *
  • Posts: 2
    • View Profile
    • logiciel
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #130 on: June 17, 2021, 08:16:11 PM »

I think it is more difficult to fight. Any tips?
Logged

grinningsphinx

  • Captain
  • ****
  • Posts: 282
    • View Profile
    • Email
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #131 on: June 17, 2021, 09:30:41 PM »

wreck their shields with kinetics, they fold pretty quickly after that even with light explosive. The shields of PRV are just "ok".  They also have a weak fighter game, so you can trash them with swarming fighters.
Logged

prav

  • Commander
  • ***
  • Posts: 109
    • View Profile
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #132 on: July 28, 2021, 05:08:10 AM »

Hello,

I am getting a crash that happens every time a ship of mine hits a certain percentage of flux. I believe that it may be due to a bug with the arcfault ejector hullmod. Here is the script from starsector.log: [...]

Is there a workaround to this bug?

It may happen when a ship has no weapons. Workaround: equip at least one weapon. Next release will include a fix, thanks for the report.
Logged

Troika

  • Lieutenant
  • **
  • Posts: 95
    • View Profile
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #133 on: August 30, 2021, 04:18:21 AM »

Suggestion: rather than having set levels based on hull size, make Arcfault Ejector's damage and AOE size based on the maximum flux of the ship.
Logged

Zalpha

  • Lieutenant
  • **
  • Posts: 77
    • View Profile
Re: [0.95a] prv Starworks v21 (2021-05-08)
« Reply #134 on: September 06, 2021, 03:46:31 AM »

Hi love your mod but hate the name - mostly just the lower case prv. If anything the name should be PRV Starworks, I don't know why it bothers me so much. Maybe the way I was taught on how to use English, I don't know.   

Anyway I am playing with that gas cloud nano-bot swarm ship with Nexerelin starting and I am wondering how to get more of them. I want to try out a whole fleet of them. Overall your mod is awesome.

I think you should update your screenshots for your mod showcase with your newer ships as I feel this mod has grown beyond what is on offer and that was a nice surprise to discover in game but I would have downloaded this mod earlier had I of know how cool it really is.
Logged
Pages: 1 ... 7 8 [9] 10