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Author Topic: [0.97a] prv Starworks v28.3 (2024-03-11)  (Read 339206 times)

prav

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The mod crashes in Nexerelin random sector (because it tries to seed the Rust Belt pirate structures, but the game doesn't have the random sector industry generation script for this).

I've written the files needed, drop them in for your next release:

Spoiler
Path: data/scripts/world/exerelin.RBRaiderBase.java (or wherever you want and change the package, if you like)
Code: java
package data.scripts.world.exerelin;

import exerelin.world.ExerelinProcGen.ProcGenEntity;
import exerelin.world.industry.IndustryClassGen;

public class RBRaiderBase extends IndustryClassGen {

public RBRaiderBase() {
super("prv_rb_pirate_1", "prv_rb_pirate_2", "prv_rb_pirate_3");
}

@Override
public float getWeight(ProcGenEntity entity) {
return entity.market.getSize();
}

@Override
public boolean canAutogen() {
return false;
}
}

Path: data/config/exerelin/industryClassDefs.csv
Code: csv
id,name,class,priority,special,requiredMod
prv_rb_pirate,Raider Base,data.scripts.world.exerelin.RBRaiderBase,,TRUE,
[close]

Also consider whether you want to change the order of the raider structure seeds in faction config
(currently they go from smallest to largest, but can run out of markets before reaching the large ones, and can put larger versions of the structure on smaller markets)

well ***, i thought i tested for that.

thanks, i'll get to work.

edit: yeah reproduced on the first try.
« Last Edit: August 04, 2019, 12:28:14 AM by prav »
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prav

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DOWNLOAD

v10.1

- Fixed a crash that would occur with the Nexerelin mod while generating a random sector map. Thanks to Histidine for the bug report and assistance.
- Raider Hideout, Armed Community and War Syndicate HQ industries will now be pre-placed during Nexerelin random sector generation.
-- Rarely a Ruster colony may spawn with a Raider Hideout and no regular military industries. Honest travelers would do well to avoid such places.
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prav

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quick and a little dirty, but getting Nex random working asap took priority.
« Last Edit: August 04, 2019, 02:08:48 AM by prav »
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grinningsphinx

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Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
« Reply #48 on: September 22, 2019, 01:23:15 AM »

Hola!

Just acquired the PrV Conquest for my fleet!

It looks cool as hell bro, but yeah...  The combination of a spinal mounted weapon mounted on a ship with no other forward firing weapons is counter productive. Even the two mediums up at the front are angled to fire towards the rear of the ship.  Would you consider reworking it so that the ship actually has a reason to use the Lung Prototype? 

Looking forward to using it when whatever fixes go in! 

Btw, i tested this on the 14th Battlegroup Conquest. No contest.

I do however like the Skymning and the Aska...those two are solid ships for there respective classes.
« Last Edit: September 22, 2019, 04:07:39 AM by grinningsphinx »
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prav

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Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
« Reply #49 on: September 25, 2019, 08:50:59 AM »

The awkwardness is intentional; it's a prototype ship built around a failed weapons concept. For a more flexible version, there's the regular Ljungeld gun mounted on whatever hull you prefer.

The Conq (Ryak) meat-and-potatoes armaments are on the broadside, same as on the regular Conquest. Use the plasma jets to opportunistically deploy the Ljungeld as a strike/punisher/finisher weapon, similar to a double-cyclone Conquest.

That's the idea anyway. I might give it a little something as it probably is on the weak side. Should probably change the codex too, make it clear that it's still a broadside combatant.

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Dwarden

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Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
« Reply #50 on: September 30, 2019, 07:03:57 AM »

market exception with invalid entity sindria
when enabled exception in nexerelin config
Code
"economyExceptionOnMissingMarketEntity":true,
Spoiler
438280 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: z:\Raw\StarSector\starsector-core\..\mods\prv Starworks (data\campaign\econ/../starmap.json)]
438280 [Thread-4] INFO  com.fs.starfarer.campaign.econ.A  - Loading star system: askonia.json
438282 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/askonia.json)]
438316 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
   at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
   ... 14 more
[close]
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prav

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Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
« Reply #51 on: September 30, 2019, 08:15:54 AM »

looks like it's tripping on askonia. i don't touch the sindria system.
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Histidine

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That setting is specifically false in Nex to allow random sector to work, and should not be touched.
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Dwarden

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That setting is specifically false in Nex to allow random sector to work, and should not be touched.

oh, thanks @histidine (one less things to worry about)
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prav

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Re: [0.9.1a] prv Starworks v11.1 (2019-10-03)
« Reply #54 on: October 03, 2019, 08:01:40 AM »

DOWNLOAD

v11.1

Conquest (Ryak)
- Medium missile hardpoint arcs now correctly 5°.

####

v11

Added the Välljud Battlecarrier
- Offensively inclined ship with plenty of fightercraft and firepower. Just don't expect it to hold a battleline.
- Its Disruption Mine Strike system allows it to place mines that momentarily overload their targets.

Added the Hornfals Cruiser
- Resilient Ruster Cruiser with a Fortress Shield system. Thinks it's a battleship.
- Also comes with a Luddic Path skin:
-- Built-in Safety Overrides turn the immovable object into an irresistible force. Outlasting it won't be easy.

Added the Kondensator Heavy Destroyer
- A deep flux tank and an efficient shield keep this ship standing against most opponents, while its Stillhet Phase Fighter wing wears them down.
- Carries an advanced Tachyon Vent system which allows the ship to reduce its flux levels without disabling its shield - at the steep price of slowing down its own time rate.

Added the Gnejs Destroyer
- With a large ballistic hardpoint and low operating costs this Ruster ship offers heavy firepower at an affordable price.
- Also comes in a Pirate model:
-- Preferring heavy missiles, this ship punches well above its weight while the munition supplies last.

Added the Fasklot Phase Destroyer
- Mobile ship that believes in the virtue of ganging up on disabled opponents and striking from behind. Pretty sure that's a virtue.
- Carries an EMP Cluster Mine Strike system, in case it runs across anyone not already helpless.

Added the Fasnod Phase Frigate
- Disruption specialist designed to break up enemy formations and wreak general havoc.
- The Gravity Mine Strike system teleports in a disruption mine at the targeted location. Up to 7 charges can be stored at once.
- Gravity Mines home towards nearby enemies and unleash a strong kinetic blast on contact, displacing the target.
-- You can absolutely use this to bowl ships into each other.
- Also comes with a Pirate skin:
- With its mounts converted to composite/universal this little terror can deal a disturbing amount of damage. The system is replaced with a Reactive Emitter.

Added the Stillhet Phase Fighter
- Strike-and-evade offensive fighter mounting specialized UV lasers and a brief-period phase cloak system.

Added the Grus Interceptor
- Militarized racecraft fit with anti-missile armaments. Performs best when combined with heavier fighters.

Added the Munsbit (LC) skin.
- Luddic Church variety freighter.

Added the Slag Mode ship system
- Near-zero K cooling systems allows for briefly and vastly increased ballistic weapon damage. Afterwards the weapons must thaw out, reducing rate of fire for a short time.
-- Used on the Sunder (Ryak).

Lykta System
- Complete visual overhaul.
- Removed loop sound effect.

Unstable Thrusters
- Adjusted description.

Flock, Flock (Export)
- Major sprite overhaul.
- Maintenance & recovery cost increased to 17.
- Fleet points increased to 13.
- Medium hardpoints converted to turrets.

Flock (RB)
- Major sprite overhaul.
- One medium composite hardpoint turned into a small composite hardpoint.
- One medium composite hardpoint turned into a turret.
- Maintenance & Recovery cost increased to 17.
- Fleet points increased to 13.
- Variants updated.
- Now correctly considered a carrier when spawning AI fleets.

Aska
- Minor sprite adjustments.
- Redesignated as a Heavy Cruiser.
-- No functional changes.

Skära
- Enhanced Reactive Emitter system visual effect.

Bergslag
- Maintenance & recovery cost increased to 21.

Dominator (RB)
- Updated sprite.
- Added plasma chamber decorative flare.
- Updated target variants.
- Updated codex entry.
-- Technical change: Changed from .skin to .ship. Id remains prv_dominator_rb.

Gissel
- Updated sprite.

Gremlin RB
- Updated sprite.

Flamma, Flamma Midline, Flamma (P)
- Updated variants.
- Adjusted (P) sprite.

Tystnad
- Base cost reduced to 39 000.
- Secret model rear PD replaced with Vakt UV PD.

Sunder (Ryak)
- Lykta ship system replaced with Slag Mode.
- Engine and visual style changed to PRV_MID (greener).
- Updated codex entry.

Ballebo (P)
- Sprite updated.
- Mounts overhauled.
- Now comes with three Swarmers instead of two Hammers.
- Engine style changed to LOW_TECH.
- Fleet points reverted to base (12).
- Value multiplier increased to 0,85.

Kakafoni
- Adjusted hitbox.
- Updated (RB) skin sprite.
- (RB) Burn Drive ship system replaced with Missile Autoforge.

Conquest (Ryak)
- Updated graphics.
- Adjusted codex entry.
- Base value reduced to 300 000.
- HP reduced to 13000.
- Armor increased to 1300.
- Shield Efficiency improved to 1,2.
- Flux Dissipation increased to 1200.
- Added a large hybrid turret located at the rear of the ship.
- Skatunge launchers replaced with small ballistic turrets.
-- To alleviate weapon group crowding.
- OP increased to 320.
-- At 5/10/20 points per mount with all mounts used the net change is -20 OP.
- Ljungeld Prototype
-- Flux cost reduced by ~23%.
-- Chargeup reduced by 25% (0,11 seconds).
-- Chargedown increased by ~4% (0,11 seconds).

Skymning
- Rear energy turret coverage slightly reduced.
- Can now show up as a rare BP.

Diskordant Fighter
- Tweaked sprite.
- Light Spattergun improved.
-- Damage and flux per shot increased by ~15%.

Buddy Fighter
- Flux dissipation increased by 33%.
- Fusion Burst Cutter improved.
-- Firing angle increased to 45°.
-- Rotation rate greatly increased.
-- Chargeup reduced by 0,25 seconds.
-- Cooldown increased by 0,25 seconds.

Kaja, Kaja Array, Kråka, Kråka Auto, Korp MRM Launchers
- Complete launcher sprite overhaul.
- Missile sprite updated and engine effects adjusted.

Sidensvans, Sidensvans Array
- Complete visual overhaul.
- Missile orientation time increased by 50%.

Punktskydd
- New weapon graphics.
- Damage increased by ~15%.

Punktskydd Cluster
- New weapon graphics.
- Damage increased by ~15%.
- DPS increased to 3000.
- Now fires continously.

AKC c67
- Burst size increased to 3.
-- net DPS, ROF, etc unchanged.

Akers, Heavy Akers, Siege Akers
- EMP arcs made rarer and more potent.
-- Akers family EMP is now ~1x their kinetic damage, half applied directly and half in (relatively) powerful arcs.
-- 2x for the Akers Nova.

Akers Nova
- Burst size increased to 6.
- Cooldown increased to 1,764.
- Added 0,146 chargeup delay.
-- No net rate of fire change.
- EMP arcs made rarer and more potent.
- Removed arc energy damage component.
- Projectile size reduced.
- Firing sound volume reduced.

Spattergun, Light Spattergun
- New weapon graphics.

LPK
- New weapon graphics.
- Effects recolored.

Hammer Launcher
- New weapon graphics.

Svala Torpedo
- New launcher graphic.
- Minimum time to split increased by 100%.
- Ammunition increased to 3.
- Refire delay increased to 16 seconds.

Skata LRM
- Updated launcher graphic.

Ljus (D) and Ilbud (D)
- Now use the base graphic.

Updated prv ship variants
- Cleaned up and replaced many less interesting variants with Overdriven specs.
- Several smaller tweaks.

Rust Belt (PRV_LOW) engine style shifted to orange/red.
prv Standard (PRV_MID) engine style intensity increased.
Adjusted prv and RB factions fleet doctrines and weapon preferences.
Adjusted prv and RB starting relationships.
Various graphicslib light tweaks.
Fixed codex typo.








« Last Edit: October 03, 2019, 09:25:18 AM by prav »
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prav

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Oh yeah just as a release note, prv fleet compositions have changed a fair bit and they fight dirty now with phase ships, rapid missiles, safety overrides and aggressive officers. An overdriven Aska demands a lot of respect.

Edit: found a minor bug, download v11.1 from the post above if you care about it.
« Last Edit: October 03, 2019, 09:24:23 AM by prav »
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Histidine

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Note: New version doesn't appear to be save-compatible (see here for partial details).

As an aside: Good work on the descriptions for planets, ships, and the like, you can really see the attention to detail here.
Aska (LC) description is suitably mysterious. And I find Flamma's "fat, lazy cow" bit funnier than I should <_<

Couple of minor text errors:
Spoiler
Middag desc: megalomanic -> megalomaniac
Skymning desc: Dominion -> Domain
[close]
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prav

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I thought that removing variants didn't break saves. Yeah there's a few I deleted. Copying over the v10 variants directory without overwriting might fix it.

And yeah please report codex mistakes; I'm working without an editor here! Megalomanic is correct though, it's just a less used form. https://www.merriam-webster.com/dictionary/megalomania.

Not that my spellchecker agrees...
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123nick

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why is the Ljungled prototype on the conquest so different too the normal ljungeld? it works fine ingame, but i think seeing a much more menacing beam carve across a ship would look WAY cooler than just the energy projectile burst (in my opinion).
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prav

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Beam fatigue from making the standard Ljungeld, and I felt that spinal burst beams had been done, done again and then done a third time. I'm actually pretty fond of this version and how violent it feels when you land a dozen blasts on a high flux target.

Speaking of the Conq Ryak, I think I overbuffed it. Some combination of 1,2 shield efficiency, free aux thrusters, and 1200 dissipation should probably go. The turret was probably healthy on the other hand.
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