Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24)

Pages: 1 ... 16 17 [18] 19 20 ... 24

Author Topic: [0.97a] prv Starworks v28.2 (2024-03-03)  (Read 330213 times)

mllhild

  • Lieutenant
  • **
  • Posts: 62
    • View Profile
Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« Reply #255 on: March 16, 2023, 03:30:26 PM »

When searching for the mods with space monsters yours doesnt show up and also searching on google for terms like "starsector agni" or "starsector agni basking in sun" or "starsector living ship" or "starsector agni alien" didnt give me anything. Maybe adding a few words so that they show up on searches would be good.

Now on to kill bugs.
Logged
to be done some day... XD

power12359

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« Reply #256 on: March 22, 2023, 12:03:25 AM »

Hey Prav, there's something odd wtih your special buildings, thought I'd share..

The Ruster War Syndicate Bar Encounter almost never spawns, tried it on multiple modlists, multiple characters, tried even with maximized relationships, it never spawns.

Any idea what could be happening? maybe it has a lower frequency because the RnD tech one at the prv labs seems to always spawn in the first time I visit it, Thanks.

Sorry to hear you've had trouble triggering it, hope you didn't spend too much time hunting in vain. It's got a few requirements, the big one is:
- Player must have a colony.
-- Colony must be part of the Sector economy; I'm not sure it's possible to end up with a disconnected one, but it's certainly a corner case if so.
- Bar market owner is Rust Belt.
- Player relation to the Rust Belt is at worst Suspicious.
- Player does not already know how to build a Ruster defense station.

If these are fulfilled it should spawn normally, and it has isAlwaysShow flagged as true.

Maybe I should add some alternate condition for the colony, like colony or loads of credits or big fleet.

I'll add the bar event requirements to the bounty reference file so it's easy to look them up. Sometimes I wish the in-game codex was more comprehensive.

What does colony has to be part of starsector economy mean? Does it mean the colonies have to produce an export?
Logged

prav

  • Captain
  • ****
  • Posts: 354
    • View Profile
Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« Reply #257 on: March 27, 2023, 01:42:16 PM »

What does colony has to be part of starsector economy mean? Does it mean the colonies have to produce an export?

It's basically always. You may end up with an isolated player colony with some intense mod shenanigans, but I couldn't tell you how.

Technical: I'm checking that at least one market in Global.getSector().getEconomy().getMarketsCopy() matches (market.isPlayerOwned() == true)

When searching for the mods with space monsters yours doesnt show up and also searching on google for terms like "starsector agni" or "starsector agni basking in sun" or "starsector living ship" or "starsector agni alien" didnt give me anything. Maybe adding a few words so that they show up on searches would be good.

Now on to kill bugs.

The entire first post needs an update to be honest, new screenshots and whatnot. Which I hate posing. That's the problem with hobby projects: the parts that aren't interesting don't get done.
« Last Edit: March 27, 2023, 02:12:56 PM by prav »
Logged

ToeCutter23

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« Reply #258 on: April 09, 2023, 03:58:49 AM »

Hi. Does this issue sound familiar? Got the "war syndicate HQ" industry showing up as not being buildable in colony managment without any explanation (got High Command on planned colony, neutral with Rusters, favorable with Pirates). Did I miss something, or could it be a less than usual mod compatibility issue (gone off the deep end with mod usage...)?
Logged

Coil

  • Lieutenant
  • **
  • Posts: 97
    • View Profile
Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« Reply #259 on: April 09, 2023, 06:32:38 AM »

Hi. Does this issue sound familiar? Got the "war syndicate HQ" industry showing up as not being buildable in colony managment without any explanation (got High Command on planned colony, neutral with Rusters, favorable with Pirates). Did I miss something, or could it be a less than usual mod compatibility issue (gone off the deep end with mod usage...)?

Did you buy the blueprint? If not, that's your reason
Logged

ToeCutter23

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« Reply #260 on: April 09, 2023, 07:42:24 AM »

Hi. Does this issue sound familiar? Got the "war syndicate HQ" industry showing up as not being buildable in colony managment without any explanation (got High Command on planned colony, neutral with Rusters, favorable with Pirates). Did I miss something, or could it be a less than usual mod compatibility issue (gone off the deep end with mod usage...)?

Did you buy the blueprint? If not, that's your reason

Got the blueprint and it shows up in the build menu in the section for structures that is currently not buildable (without any explanation, so no "requires High Command" or similar text)
Logged

prav

  • Captain
  • ****
  • Posts: 354
    • View Profile
Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« Reply #261 on: April 09, 2023, 01:11:13 PM »

Hi. Does this issue sound familiar? Got the "war syndicate HQ" industry showing up as not being buildable in colony managment without any explanation (got High Command on planned colony, neutral with Rusters, favorable with Pirates). Did I miss something, or could it be a less than usual mod compatibility issue (gone off the deep end with mod usage...)?

No clue, probably some oversight in the code.

I suggest just cheating it in with the console if the industry won't behave: addindustry prv_rb_pirate_3. Might be worth saving a copy first if you've got a huge modlist.
Logged

ToeCutter23

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« Reply #262 on: April 09, 2023, 01:46:46 PM »

Hi. Does this issue sound familiar? Got the "war syndicate HQ" industry showing up as not being buildable in colony managment without any explanation (got High Command on planned colony, neutral with Rusters, favorable with Pirates). Did I miss something, or could it be a less than usual mod compatibility issue (gone off the deep end with mod usage...)?

No clue, probably some oversight in the code.

I suggest just cheating it in with the console if the industry won't behave: addindustry prv_rb_pirate_3. Might be worth saving a copy first if you've got a huge modlist.
Thanks, should try that. Currently attempting to recreate (save-breaking mod update and build overhaul), but now I have backdoor if I re-encounter the issue.
Logged

prav

  • Captain
  • ****
  • Posts: 354
    • View Profile
Re: [0.95.1a] prv Starworks v26 (2023-04-16)
« Reply #263 on: April 16, 2023, 09:52:41 AM »

DOWNLOAD prv Starworks v26.3 - Always delete the old version before installing a new one.

v26.3 - Savegame compatible with v26 and later.

----------------
- Weapons
----------------

Linjär PK
- Base range reduced to 600
- Now benefits from energy weapon range and projectile velocity bonuses.
-- eg Integrated Targeting Unit

Berguv
- Removed premature detonation chance for <50% hull missiles without Hallbar plating.
-- Too obscure.
- Reduced missile hitpoints by 30%.
-- Now roughly in line with standard torpedoes.
- Berguv MIRVlets now use vanilla AI.

Fixed crash when firing Jursla without Extraworks being enabled.

###

v26.2 - Savegame compatible with v26 and later.

Added the forceKratul flag to prvSettings.json
- Adds the Kratul star system even when Nexerelin is generating a random sector.
- Defaults to false.

Fixed Shock Detonators not being properly applied to eligible fighters.
Fixed a potential error related to Nexerelin industry seeds.
Fixed a crash related to Vayra's Mod raider integration.
VM Ruster raider bases will now use Ruster-style stations.
Removed outdated variants from the VM rare flagship list.

###

v26.1 - Savegame compatible with v26

Fixed an error related to Nexerelin random sector generation.

###

DOWNLOAD prv Starworks v26 - Use v26.3 instead.
v26 - NOT SAVEGAME COMPATIBLE

----------------
- Agni
----------------

- Added three new Agni weapons.
- Improved warning beacon handling.
- Increased Agni autofit randomization probability.
- Removed Agni ship name prefix.

Agni Solar Carapace hullmod
- Beam and EMP protection reduced to 40%.

Agni Scale Symbiote fighters
- Death explosion radius reduced by 60%.
- Death explosion damage increased by 50%.

Agni Spinneret weapon
- Ammunition reload time reduced by 5%.

Agni Cocoon
- Damage absorption is now inversely proportional to the remaining armor at the point of impact.
-- ie 30% armor remaining means the cocoon is 70% effective, and undamaged ships are not protected at all.
-- Absorption is capped at 95%.
-- Shouldn't affect the overall potency of the ability much, but may improve readability (if it bleeds...).
- Dust cloud particle effect will now scale in size in relation to the damage of the shot absorbed.
- Adjusted overall dust particle size and intensity.
- Adjusted cobweb sprite overlay size and opacity.
- Shifted absorbed damage text color from slightly blue to slightly green.

Agni Eye weapon
- Added an auto-installed hullmod which displays your current range bonus.
- No longer reduces flux dissipation.
- Range bonus reduced to 5% on non-Agni hulls.

Agni Nest & Hive stations
- Now carry much fewer armaments, and have to rely on recalling Agni fleets for protection.
- Will now leave behind a significant amount of commodity goods when destroyed.
-- All in all, an enticing target - but how will you get a freight fleet past all the roaming shoals?
- Adjusted texture materials, should now be much less shiny.

Tail fronds will now waft slightly.
Tail frond sprite adjusted.
Tail frond length now has individual variance.
Agni bleeding will now come primarily from areas with damaged armor.
Adjusted Agni Web vfx.

----------------
- Industry
----------------

War Syndicate
- Now has only two tiers and no longer requires a matching military industry.
- Spread chance is reduced by high target colony stability, down to a minimum of 9%/month.
- Can now only attempt to spread to one new colony per month per HQ.
- Pirate reputation threshold reduced to Inhospitable or better.

Fixed high relations incorrectly bypassing the Laboratory Complex R&D Market access checks.

----------------
- Ships
----------------

Bergtagen, Basalt
- Removed Rugged Construction hullmod.

Is
- OP increased to 140.

Hornfels
- Armor increased to 1000.
- Maintenance and recovery cost reduced to 15.

Skära
- Ljungeld (Damaged)
-- Can no longer backfire.
-- Damage and flux per shot doubled
--- Now deals as much damage as a regular Ljungeld, at half the flux cost - but can (still) only fire twice.

Increased phase ship CR% cost per deployment:
- Fasnod 20% -> 30%
- Fasklot 20% -> 30%
- Fasvinge 15% -> 25%
- Ilbud 20% -> 30%
- Kvarts 15% -> 25%

Destroyed prv ships will now leave behind a damage cloud.
- Volatile drive cores? Anything to get an edge.

Slightly reduced the shield radius on the following ships:
- Flock and derived variants
- Rök and derived variants
- Is

Reduced the credit multiplier for the Ilbud (H) and Gnista (P) to 1x.

--------------------
- Ship Systems
--------------------

Time Freeze
- Can no longer be activated when out of range.
-- This would previously lead to an automatic cancelling of the effect.
- Vfx improved.
- Mouseover target picking improved.

Phase Chainer
- Mouseover target picking improved.

Tensor Drive
- Now has a custom AI, significantly improving how the system is used.
- Adjusted the push effect, it Will now do a better job of displacing other ships while there is an overlap.

Targeting Pulse AI will now be slightly more conservative about activating the system.

----------------
- Fighters
----------------

Oväsen
- Sprite touched up.
- Support range reduced to 0.

Oklang Drone
- Now carry a Subspace Charge that is detonated when the fighter is destroyed, leaving behind a zone of warped space.
- Flux dissipation increased to 45.

Skrål
- Sprite updated.
- Top speed increased to 200.
- Turning rate massively increased.
- Improved Plasma Burn system AI.

Stillhet
- Flickerpulse Laser flux efficiency improved to 0,8
-- Aesthetic change; Stillhet only tracks phase flux.

----------------
- Weapons
----------------

UVIR Pulse Laser
- Flux per shot reduced by 30%
-- Now 480 flux/second, 0,8 flux/damage.

Kaja, Kråka, Korp, Råka, Blåmes missiles
- Launch velocity is now affected by missile acceleration modifiers such as the ECCM hullmod.
- Will now launch at reduced velocity when fired away from the target.
- Added GUIDED_POOR AI hint to all launchers but the Råka and Blåmes (fighter weapons).

Fräsare, Svepfräsare, Akers Denova
- Will now leave behind a zone of warped space that periodically damages anything caught in the area.
-- AI ships will put an appropriate (ie small) amount of effort into avoiding the area.
- Vfx updated.
- Tooltips updated.
- Added an enhancing hullmod, 4D-Lensing.
- Fixed the Svepfräsare often incorrectly piercing ships and shields.

Skata LRM, Skatunge SRM
- Will now leave behind a zone of warped space that periodically damages anything caught in the area, as above.
- Missile durability increased to 90 (Skata +35%, Skatunge +20%).
- Damage per missile set to 225 (Skata -25%, Skatunge +12,5%).
-- A best-case particle soup hit will deal an additional 600 fragmentation damage spread over 6 ticks.
-- This gives the missiles an energy-equivalent damage range of 225-375, tending towards the lower end.
- Missile trail color shifted towards green.

Jursla
- Beam style overhauled.
- No longer pierces fighters.

Studsare & Automatstudsare
- Improved bounce aim behavior, now intelligently rebounds up to 5 times, with each successive bounce being less responsive.
-- Bounces now lose a fraction of their range and velocity, rather than gaining the same.
-- Shells will now terminate on hit if they do not have a valid rebound target.

Automatstudsare
- Burst size reduced by 1.
- Spread decay rate improved slightly.
- Refire delay increased by 11%.
- Damage per shot increased by 11%.
- Flux per shot reduced by 11%.
-- Now 600 DPS at 0.8 flux per damage.

Studsare
- Projectile and trail size reduced.

Berguv MIRV
- Ammunition increased to 9.
- Now splits slightly earlier
- Significantly reduced submunition arming delay.
- Submunitions can now be distracted by flares.

Sidensvans MRM
- Slightly increased engine visual glow.
- Will now halt and reacquire its target on misses, instead of splitting.
-- This can be done repeatedly, up to a limit of 2 times, 3 with ECCM.
- No longer hits friendly ships.

Punktskydd Cluster
- Now benefits from fire rates over 100%, such as Accelerated Ammo Feeder.
- Proximity fuze will now also trigger against ships, reducing overall damage.
- Fuze trigger radius adjusted.
- Explosion radius (full damage) reduced slightly.
- Explosion radius (half damage) increased slightly.
- Particle color adjusted.

AKC c67, AKC rb-f
- Now benefit from fire rates over 100%, such as Accelerated Ammo Feeder.

Light Triple Autocannon
- Flux per shot reduced to 25 (0,5 flux / damage).

Light Akers
- Flux per shot reduced to 15 (0,5 flux / damage).

SIPD Laser visual effect updated.
Ljungeld energy arc origin points will now follow the tip of the beam.
AI will now fire Berguv MIRV from any facing.
Berguv MIRV missile turning rate increased.
Swapped Heavy Spattergun and Fräsare tier, price and rarity.
Fixed Siege Akers ignoring Hardened Shields pierce protection.
Fixed Skata & Kråka Autolauncher missile swarms not timing out when the source ship is dead.
Fixed a bug that prevented Skata super-ready missiles from orienting towards their target.

----------------
- Hullmods
----------------

Swarm Host
- Overhauled particle effect.
-- Glow effect will now also apply to linked fighters.
-- Each individual swarm host will now have a slightly different color.
- Improved tooltip description.
- Improved performance.

Shock Detonators
- Tooltip will now clearly list which of the ship's equipped guns and wings are eligible.
- Now also applies to fighters launched by the ship.
- Cleaned up qualifying rules, now affects Ballistic guns that deal HE damage.

Plasma Agitators
- Tooltip will now clearly list which of the ship's equipped guns and wings are eligible.
- Doomfire explosion radius reduced significantly.
- Visual explosion style adjusted to better match actual size.

Ramshield Adjunct sorting category changed to Shields.
Agitated Plasma (Doomfire) is now implemented as a dynamic mutablestat.
Fixed incorrect value display in the Arc Smelter tooltip for unfinalized ship variants.
Fixed Blast Heater not applying its ROF/flux bonus. Vfx updated.

---------------------
- Miscellaneous
---------------------

Added the showAoEBounds flag to prvSettings.json
- Adds an outline to certain effects, showing the area affected.
- Defaults to false.

Added the enableHallar flag to prvSettings.json
- Enables the spawning of a prv-themed ruined star system on the Persean fringe.
- Defaults to true.

Added bar event requirements to the bounty reference.

Cleared out many deprecated ids.
« Last Edit: April 26, 2023, 11:54:04 PM by prav »
Logged

prav

  • Captain
  • ****
  • Posts: 354
    • View Profile
Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« Reply #264 on: April 16, 2023, 09:53:05 AM »

DOWNLOAD prv Extraworks v4 - Always delete the old version before installing a new one.

v4 - NOT SAVEGAME COMPATIBLE

Added the Graviton Blaster
- A small energy weapon that fires kinetic blasts with good range and per-shot damage.
- The otherwise inaccurate blasts will attach to and follow nearby Jursla beam guides.

Added the Klirr Companion Drone
- Equipped with a pair of Graviton Blasters and Sidensvans SRMs, the Klirr will significantly augment the firepower of its host ship.
- A slaved control system lets it inherit the range bonuses (and penalties) of its host.

Added the Xenolab industry and associated bar event.
- Gradually pacifies local Agni shoals.
- Requires a colony in Agni space.

Fixed a pair of codex typos.
Logged

603bill

  • Lieutenant
  • **
  • Posts: 62
    • View Profile
Re: [0.95.1a] prv Starworks v26 (2023-04-16)
« Reply #265 on: April 16, 2023, 10:30:41 AM »

GitHub link for the main mod isn't working.
Logged

prav

  • Captain
  • ****
  • Posts: 354
    • View Profile
Re: [0.95.1a] prv Starworks v26 (2023-04-16)
« Reply #266 on: April 16, 2023, 10:35:38 AM »

Fixed a small error in the update notes, seems to have changed the filenames on github. Links should be working again now.
Logged

Challtdow

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95.1a] prv Starworks v26 (2023-04-16)
« Reply #267 on: April 16, 2023, 05:07:15 PM »

I'm getting an error trying to start a new game with the new version

259348 [Thread-3] ERROR exerelin.world.industry.IndustryClassGen  - Failed to load industry class generator War Syndicate HQ
java.lang.ClassNotFoundException: data.scripts.campaign.prv_war_syndicate_nex


It happens when I try to create a Random Sector with Derelict Empire.  I was able to create a non-random sector just fine, but later had it crash with the same error while flying through hyperspace.  Haven't tried random with no DE yet.  I checked earlier in the log and it is loading a class named data.scripts.campaign.prv_war_syndicate.  Maybe you just missed renaming something?
Logged

krazyone

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95.1a] prv Starworks v26 (2023-04-16)
« Reply #268 on: April 16, 2023, 06:43:00 PM »

Getting the same error. Can't reload my old save or start a new game. I shouldn't have updated.
Logged

prav

  • Captain
  • ****
  • Posts: 354
    • View Profile
Re: [0.95.1a] prv Starworks v26 (2023-04-16)
« Reply #269 on: April 16, 2023, 11:40:03 PM »

I'm getting an error trying to start a new game with the new version

259348 [Thread-3] ERROR exerelin.world.industry.IndustryClassGen  - Failed to load industry class generator War Syndicate HQ
java.lang.ClassNotFoundException: data.scripts.campaign.prv_war_syndicate_nex


It happens when I try to create a Random Sector with Derelict Empire.  I was able to create a non-random sector just fine, but later had it crash with the same error while flying through hyperspace.  Haven't tried random with no DE yet.  I checked earlier in the log and it is loading a class named data.scripts.campaign.prv_war_syndicate.  Maybe you just missed renaming something?

Yeah, forgot to update the id in the Nexerelin plugin for random gen, slipped through testing. I'll have a fix up shortly.
Edit: wasn't even that, apparently IntelliJ helpfully decided to update the classpath on its own. Thanks, IntelliJ.

Getting the same error. Can't reload my old save or start a new game. I shouldn't have updated.

Old version is still up: https://github.com/johcas/prvStarworksRelease/releases/download/v25.1/prv.Starworks.v25.1.rar
« Last Edit: April 17, 2023, 12:27:41 AM by prav »
Logged
Pages: 1 ... 16 17 [18] 19 20 ... 24