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Author Topic: [0.97a] prv Starworks v28.3 (2024-03-11)  (Read 344972 times)

prav

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Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
« Reply #225 on: September 11, 2022, 08:42:34 PM »

I'd offer to send you my save file but I already did a sweep of mods and started a new campaign, deleted the old save.

Perhaps I just had a really bad fleet set up. I don't claim to be ANY good at fleet design and weapon choices, but if my over a dozen frigates and half dozen each of destroyers/cruisers can take on the same size or even larger enemy forces and win in various (mostly pirate admittedly) combat engagements, I figure I'm doing okay. Suddenly I'm seeing a fleet less than half my size completely shatter my fleet and kick my teeth in with virtually zero losses.

What is the refresh rate on the use of the cocoon? Because there were several points where suddenly I'm doing damage again, get hopeful that maybe it was just a game glitch causing no damage then it seems like only a few seconds later my hopes are dashed and they're immune to all damage again.

FWIW I have around a hundred mods. It's a very real possibility my gameplay experience is completely saturated with sub-optimal ships/weapons/builds such that it whacks out my gameplay versus what these things were tailored against during testing. At the same time, they shouldn't be tailored against perfectly optimized builds because I would think that most players are mixing and matching like I do with all the weapons and ships and crap.

Yeah the Agni are a lot tougher than a typical pirate bounty; think of it as stumbling across your first Remnant Ordo unprepared - odds are it's going to end badly.

Cocoon takes 50 seconds per charge, starts with three charges, absorbs 4000 raw damage (no armor reduction, counts frag at 25%) per charge on the cruiser, 2000 on frigates. Comes out to something pretty negligible like 60/20 protection per second sustained, but the starting buffer is large - especially if it has an extra charge from Systems Expertise on the officer. I'll ruminate a bit on if it shouldn't have a longer cooldown between uses, right now it can be more or less be chained for as long as the charges last.

Correction: 4000/2000
« Last Edit: September 12, 2022, 05:52:45 AM by prav »
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nukularpower

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Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
« Reply #226 on: September 12, 2022, 04:01:41 AM »

i dont find agni to be too bad.  Gotta have decent anti armor but they run away quickly once you get some of them down
« Last Edit: September 14, 2022, 02:07:07 AM by nukularpower »
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BreenBB

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Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
« Reply #227 on: September 13, 2022, 11:54:55 PM »

Got crash related to prv lab at the start of the new game:
Spoiler
1074952 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at prv_kylan_ryak_station
1074952 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.4
1074952 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.25
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.15
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added admin at [prv_kylan_ryak_station]
1075538 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at campaign.submarkets.prv_labmarket.addResearchShips(prv_labmarket.java:195)
   at campaign.submarkets.prv_labmarket.updateCargoPrePlayerInteraction(prv_labmarket.java:176)
   at stelnet.board.query.provider.MarketProvider.updateSubmarkets(MarketProvider.java:71)
   at stelnet.board.query.provider.MarketProvider.updateMarket(MarketProvider.java:55)
   at stelnet.board.query.MarketUpdater.updateMarket(MarketUpdater.java:86)
   at stelnet.board.query.MarketUpdater.advance(MarketUpdater.java:47)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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(Thread.java:748)
[close]

Mod order was pretty much same I used always and was stable, but I disabled some faction mods, and added Osiris Mod, and swapped Arthrs Pirates But Epic with Arthrs Faction Blender SUPREME version of it (Mods which blends the factions, pirate ones gives to pirate all faction ships, the blender do this with all factions, supreme versions also adds stuff like Tesseracts and such to roster)
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nukularpower

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Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
« Reply #228 on: September 14, 2022, 02:07:48 AM »

On the note of the agni, just wanted to say that the new look is amazing - love the tails!   Heres hoping we can play as them some day!
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prav

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Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« Reply #229 on: September 14, 2022, 05:45:06 AM »

DOWNLOAD prv Starworks v24.2 - Always delete the old version before installing a new one.

v24.2

Agni
- Increased Agni fleet sizes and Agni fleet and deployment point cost per ship by 33%.
-- Net result should be that Agni fleets are reported as being more dangerous, with little change in actual composition.
- Cocoon cooldown will now be counted from when it is depleted, not from when it is applied.
- Cocoon damage text is now brighter.
- Improved logic for when Cocoon damage texts should be displayed.
- Beam and EMP damage reduction reduced by 33%.

Fixed a crash that could occur if an R&D Market owner knows extremely few ship blueprints.
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prav

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Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« Reply #230 on: September 15, 2022, 04:44:31 AM »

Quote
missing post

I'm sorry, you've been fixing what? Those INFO entries are a list of classes that are already compiled into a jar (you'll find the same message for eg the ion beam (Class [com.fs.starfarer.api.impl.combat.IonBeamEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.) followed by an NPE on some projectile spec with no real context. I have no idea what problem you're having.
« Last Edit: September 15, 2022, 04:56:30 AM by prav »
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sanya02

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Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« Reply #231 on: September 15, 2022, 05:00:37 AM »

Quote
missing post

I'm sorry, you've been fixing what? Those INFO entries are a list of classes that are already compiled into a jar (you'll find the same message for eg the ion beam (Class [com.fs.starfarer.api.impl.combat.IonBeamEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.) followed by an NPE on some projectile spec with no real context. I have no idea what problem you're having.

Thanks for the reply! I solved the problem! I have a mod: "id": "prv_unofficial_exp",
   "name": "prv Starworks unofficial expansion",
   "author": "Maelstrom (thanks a lot Prav and Sylva!)",
   "version": "1.0",
   "description": "Adds a big ship to PRV Starworks, maybe more ships will be added in the future!",
   "gameVersion":"0.95.1a-RC6",

It requires weapons from prv Extraworks v2 mod "prv_ljungeld_conquest_prototype". I did not install it and do not want to. I took the weapon files and transferred to the prv Starworks v24.2 mod and everything works.
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prav

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Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« Reply #232 on: September 15, 2022, 05:01:21 AM »

Well done, good to hear you got it working.
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sanya02

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Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« Reply #233 on: September 15, 2022, 05:17:23 AM »

Well done, good to hear you got it working.

Yes! Thanks for the good mod!
« Last Edit: September 15, 2022, 05:19:22 AM by sanya02 »
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Jade Tendency

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Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« Reply #234 on: September 20, 2022, 09:57:22 AM »

Rusters don't build rading bases anymore?
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StenKIRA

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Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« Reply #235 on: October 01, 2022, 01:57:08 PM »

occasionally get this crash

Spoiler
12924395 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
    at java.awt.Color.testColorValueRange(Color.java:310)
    at java.awt.Color.<init>(Color.java:395)
    at com.fs.starfarer.api.util.Misc.scaleAlpha(Misc.java:1225)
    at scripts.hullmods.prv_arcfault_ejector.advanceInCombat(prv_arcfault_ejector.java:157)
    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(Thread.java:748)
[close]
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prav

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Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« Reply #236 on: October 05, 2022, 04:02:52 AM »

That's an odd one, it occurs when a ship has more flux than its maximum amount (or less than 0). I didn't think that could occur; certainly never came up in my testing. I'll put in a guard check.
« Last Edit: October 05, 2022, 04:06:58 AM by prav »
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prav

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Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« Reply #237 on: October 05, 2022, 04:21:55 AM »

DOWNLOAD prv Starworks v24.3 - Always delete the old version before installing a new one.

v24.3

Fixed a color value bounds error.
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Coil

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Re: [0.95.1a] prv Starworks v24.3 (2022-10-05)
« Reply #238 on: October 25, 2022, 10:03:11 PM »

Is there anyway to improve relations have interactions with the agni? I've set up in one of their systems and they attack and kill everything save for my faction ships (which is hilarious for the pirates, pathers, and heg that try to muck around).

 A simple yes or no would suffice! I don't want anything spoiled :D
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prav

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Re: [0.95.1a] prv Starworks v24.3 (2022-10-05)
« Reply #239 on: November 01, 2022, 02:34:48 PM »

Is there anyway to improve relations have interactions with the agni?

No, or at least nothing intentional.
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