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); New blog post: New music for Galatia Academy (06/12/24)

Pages: 1 ... 20 21 [22] 23 24 ... 27

Author Topic: [0.97a] prv Starworks v28.3 (2024-03-11)  (Read 361959 times)

Demto

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.96a] prv Starworks v27 (2023-05-20)
« Reply #315 on: October 09, 2023, 08:06:09 AM »

I ran into a small issue while messing around in SCVE trying out the Svepfräsare and Fräsare (the rifts are interesting enough that I kinda want to design a fleet around the weapons). The Svepfräsare's beam collides with the firing ship's own modules, causing the rifts to spawn on top of the ship and damage it.
Logged

PipMan

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.96a] prv Starworks v27 (2023-05-20)
« Reply #316 on: November 08, 2023, 12:10:05 PM »

I can't find the Höga Hallar system to save my life. I've checked the intel tab where planets and stars are listed, I've used console commands to list stars, no luck. There's nothing remotely resembling it in my game, and yes, it's turned on in prvSettings.json.
Logged

prav

  • Captain
  • ****
  • Posts: 421
    • View Profile
Re: [0.96a] prv Starworks v27 (2023-05-20)
« Reply #317 on: November 14, 2023, 03:04:57 PM »

I can't find the Höga Hallar system to save my life. I've checked the intel tab where planets and stars are listed, I've used console commands to list stars, no luck. There's nothing remotely resembling it in my game, and yes, it's turned on in prvSettings.json.

As it's implemented as a constellation theme it's possible for it to not spawn if the sector is small and crowded from eg. other mods. IIRC Adjusted Sector also overrides the standard theme collection, so I'm not sure how AS interacts if you run it. Generally you'll find YB/HH in a white/yellow/orange star NW of the core. It's mostly flavor, so you're not missing out on something you can't get elsewhere if it gets passed over. Note that the system can have any name, it's only the planet's name that's fixed.

I am having a problem whenever i fight agni. For some reason in the course of the battle, SOS morse sounds happen. It gets very annoying especially if i am fighting a big number of agni in a battle? Any way to disable it?

They can get a bit noisy in large battles. I'll see if I can think of something. In general they give a toot when you hurt one of them bad enough for their aggression level to change, or when they call a general retreat.

I ran into a small issue while messing around in SCVE trying out the Svepfräsare and Fräsare (the rifts are interesting enough that I kinda want to design a fleet around the weapons). The Svepfräsare's beam collides with the firing ship's own modules, causing the rifts to spawn on top of the ship and damage it.

Will fix.

I don't know if this is just a simulator thing, but whenever I'm testing out ships with Gravitic Anchors, it seems like the AI will toggle them endlessly instead of leaving them on.

The hullmod is always on and can't be controlled at all. The Gravity Shield ship system shouldn't be toggled too often, I'll see if there's some situation where the on and off checks overlap.

Minor bug/issue, the prv Shrike doesn't have a ramshield despite it's description saying that it should

Can't believe I missed that. Will fix.

Meeting the Agni

Thank you for the feedback! I hope you had fun, all in all - they are intended to be both challenging and punishing, largely in the ways you noticed (pretty good analysis). I think you rolled on the high end for Agni pop in that system, it's certainly a large swarm.

I'll be splitting them off into a mod entirely of their own, so they're more opt-in than out.
Logged

Shogouki

  • Captain
  • ****
  • Posts: 414
    • View Profile
Re: [0.96a] prv Starworks v27 (2023-05-20)
« Reply #318 on: January 25, 2024, 08:12:17 PM »

Hey Prav, I have a question regarding the Skata missiles.  Do increases or reductions in missile damage adjust the fragmentation damage done by the anomalies the missile creates? 
Logged

prav

  • Captain
  • ****
  • Posts: 421
    • View Profile
Re: [0.96a] prv Starworks v27 (2023-05-20)
« Reply #319 on: January 26, 2024, 04:21:36 AM »

Hey Prav, I have a question regarding the Skata missiles.  Do increases or reductions in missile damage adjust the fragmentation damage done by the anomalies the missile creates?

It uses the missile or beam's DamageAPI damage modifier multiplied by any bonus from 4D-Lensing. So a Missile Spec skilled Skata deals 110% anomaly damage per tick, increased to 137,5% (1,25 * 1,1) if you add 4D-Lensing (no-smod) on top.

So most damage boosts should apply. But not Energy Weapon Specialization, which seems to play by its own rules. I might need to look into that further.
Logged

Shogouki

  • Captain
  • ****
  • Posts: 414
    • View Profile
Re: [0.96a] prv Starworks v27 (2023-05-20)
« Reply #320 on: January 26, 2024, 01:13:17 PM »

Hey Prav, I have a question regarding the Skata missiles.  Do increases or reductions in missile damage adjust the fragmentation damage done by the anomalies the missile creates?

It uses the missile or beam's DamageAPI damage modifier multiplied by any bonus from 4D-Lensing. So a Missile Spec skilled Skata deals 110% anomaly damage per tick, increased to 137,5% (1,25 * 1,1) if you add 4D-Lensing (no-smod) on top.

So most damage boosts should apply. But not Energy Weapon Specialization, which seems to play by its own rules. I might need to look into that further.

Ok thanks!  I was just trying to figure out if the Exotic Technologies Hacked Missile Forge, which reduces missile damage by 40%, would effect the anomaly damage or not.
Logged

prav

  • Captain
  • ****
  • Posts: 421
    • View Profile
Re: [0.97a] prv Starworks v28 (2024-02-04)
« Reply #321 on: February 04, 2024, 08:06:38 AM »

DOWNLOAD prv Starworks v28 - Always delete the old version before installing a new one.

v28 - Not savegame compatible.

###

What's New

All
- Split the mod into several subcomponents, giving the user better control over what's included.
- Various polish, tweaks, balance adjustments and bug fixes.

prv Starworks
- Derived ship variants such as the Aska (LC) and Eld (Diktat) have been given major sprite overhauls and moved to Extraworks.
- Included alternate prv ship sprites without color markings.

Rust Belt
- A couple of new weapons and a buff to the Belt Blaster has increased the range of Ruster fleets significantly. Trying to kite them can now be fairly hazardous.

Extraworks
- Now contains many derived variants that were previously a part of prv Starworks, with new artwork and some gameplay tweaks.

Agni
- Now a mod of its own.

Full patchnotes can be found in each mod folder.
« Last Edit: February 04, 2024, 08:21:07 AM by prav »
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1092
    • View Profile
Re: [0.97a] prv Starworks v28 (2024-02-04)
« Reply #322 on: February 04, 2024, 09:02:01 AM »

HI Prav, good idea separating the mods, you are on your way to megamod status! :)
Anyway, the folder for prv path is still set to 0.96a-RC10 though since it is a ship pack it probably just needs a version change. Figured I'd give you a heads up.

prav

  • Captain
  • ****
  • Posts: 421
    • View Profile
Re: [0.97a] prv Starworks v28 (2024-02-04)
« Reply #323 on: February 04, 2024, 09:16:07 AM »

Updated. It's just ship files, so changing the version tag should work just about forever.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1092
    • View Profile
Re: [0.97a] prv Starworks v28 (2024-02-04)
« Reply #324 on: February 04, 2024, 10:31:26 AM »

Updated. It's just ship files, so changing the version tag should work just about forever.
Can confirm, just wanted to give a friendly note. After just updating six mods to the current version all at once I know the tangle headache it can be :)

Uther Phobos

  • Commander
  • ***
  • Posts: 215
    • View Profile
Re: [0.97a] prv Starworks v28 (2024-02-04)
« Reply #325 on: February 05, 2024, 02:00:09 AM »

Spoiler
526805 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at scripts.util.prvAgniFleetUtil.makeWild(prvAgniFleetUtil.java:73) ~[?:?]
   at scripts.util.prvAgniFleetUtil$prvWildingScript.advance(prvAgniFleetUtil.java:243) ~[?:?]
   at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]
[close]

Note: Game version 0.96a-RC10, Xenolab was disrupted.
Logged

prav

  • Captain
  • ****
  • Posts: 421
    • View Profile
Re: [0.97a] prv Starworks v28 (2024-02-04)
« Reply #326 on: February 05, 2024, 05:52:12 AM »

Note: Game version 0.96a-RC10, Xenolab was disrupted.

I think you found one of the reasons I disabled it entirely in v28.

These console commands might help if you run them in order. They'll remove all Xenolabs (don't build any new ones) and the Wilding scripts. Which I think were the core cause, but, well, the entire reason I removed it was that I haven't managed to figure out all the details with the problem.

runcode for (MarketAPI m : Global.getSector().getEconomy().getMarketsCopy()) {if (m.hasIndustry("prv_agnifeeder")) Global.getSector().getEconomy().getMarket(m.getId()).removeIndustry("prv_agnifeeder", MarketAPI.MarketInteractionMode.REMOTE, false);}

runcode for (CampaignEventListener l : Global.getSector().getListenerManager().getListeners(prvAgniFeederListener.class)) {Global.getSector().getListenerManager().removeListener(l);}

runcode for (EveryFrameScript scr : Global.getSector().getScripts()) {if (scr instanceof prvWildingScript) Global.getSector().removeScript(scr);}

runcode for (LocationAPI loc : Global.getSector().getAllLocations()) {for (CampaignFleetAPI f : loc.getFleets()) {f.removeScriptsOfClass(prvWildingScript.class);}}
Logged

whatisthisbug

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.97a] prv Starworks v28 (2024-02-04) ctd interaction with agni
« Reply #327 on: February 06, 2024, 08:45:56 PM »

There seems to be a issue with 'adjusted sector' mod when interacting with the agni spawn causing ctd when starting a new game
Logged

prav

  • Captain
  • ****
  • Posts: 421
    • View Profile
Re: [0.97a] prv Starworks v28 (2024-02-04) ctd interaction with agni
« Reply #328 on: February 07, 2024, 02:21:27 AM »

There seems to be a issue with 'adjusted sector' mod when interacting with the agni spawn causing ctd when starting a new game

Yeah AS hasn't had time to do an update yet and there's a classpath that needs to be changed.
Logged

Phas

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] prv Starworks v28 (2024-02-04)
« Reply #329 on: February 07, 2024, 08:58:57 PM »

Is there a way to disable Agni to resolve the conflict? Tried just removing it from the mods file, but it was still crashing.  :-\
Logged
Pages: 1 ... 20 21 [22] 23 24 ... 27