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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] prv Starworks v28.6 (2024-11-25)  (Read 416932 times)

Shogouki

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #360 on: March 27, 2024, 03:30:42 PM »

Those are some pretty considerable vulnerabilities that I wasn't previously aware of and I didn't think it was too strong then.  Seems like once you know how to exploit its weaknesses it's a much easier fight.
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Coil

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #361 on: April 10, 2024, 01:47:03 AM »

Am I missing something? I have a mod agni one that needs prv library... is that found somewhere else?
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A_Random_Dude

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #362 on: April 10, 2024, 03:09:47 AM »

You get the library along with the other sub-mods when you download the whole pack. Look where you extracted the pack, maybe you just missed it when moving the Agni folder. If not, then re-download the whole thing and start over.
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Coil

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #363 on: April 10, 2024, 03:46:30 AM »

You get the library along with the other sub-mods when you download the whole pack. Look where you extracted the pack, maybe you just missed it when moving the Agni folder. If not, then re-download the whole thing and start over.
ty!
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meatball

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #364 on: April 14, 2024, 08:56:51 PM »

Absolutely great mod, never start a new game without it. (Kakafoni my beloved)

Only one issue I, and others've had is that the CC bonus for PRV gives a neglegible bonus but a massive debuff.
Giving my officers schizophrenia for a 5% or 1% speed bonus is a downright terrible trade.

I was wondering if you could buff it to something like 10% more speed for officered ships and 5% more for officerless ships, if that seems fair. (it is)
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prav

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #365 on: April 18, 2024, 05:36:43 PM »

Absolutely great mod, never start a new game without it. (Kakafoni my beloved)

Only one issue I, and others've had is that the CC bonus for PRV gives a neglegible bonus but a massive debuff.
Giving my officers schizophrenia for a 5% or 1% speed bonus is a downright terrible trade.

I was wondering if you could buff it to something like 10% more speed for officered ships and 5% more for officerless ships, if that seems fair. (it is)

I'm a bit of two minds about it. You're entirely correct that having your ship have a schizo moment at the wrong time is a really harsh penalty, but it's also something that often creates interesting - if not neccessarily beneficial - situations.

The shared speed bonus is a nav rating buff that stacks with Coordinated Maneuvers, so you're getting that speed across all your ships, added together, so you're going to have a significant nav advantage against most fleets. The wording is a little funny, I think it's based on the wording for some old version of CM. I should update it to be clearer. But the total bonus tends to be significant unless you're already maxing out your nav rating from other sources.

Now, if you have a particularly sensitive ship it may be wise to not put a maniac with cyberpsychosis in charge of it, but hey, that's the prv for you. More sensible commanders can use the Commisioned Crew Ban hullmod in these cases. Actually, writing this out gave me an idea that I'll need to check if it's technically feasible.

Anyway, feel free to consider it a flavorful challenge mode - the CC mod has upside, but you're entirely correct it's not always worth the downside, which is sometimes to the point of having a lynchpin ship reenact the charge of the Light Brigade...
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Dadada

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #366 on: April 24, 2024, 09:48:47 AM »

In case I forgot to make this infantile comment: I looove the toots and doods the range increasing beam and Bergtagen make. :D :D :D
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Maelstrom

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #367 on: April 29, 2024, 01:02:40 PM »

3857589 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: scripts/campaign/themes/AgniThemeGenerator
java.lang.NoClassDefFoundError: scripts/campaign/themes/AgniThemeGenerator
   at data.campaign.procgen.themes.SectorThemeGenerator.<clinit>(SectorThemeGenerator.java:32) ~[?:?]
   at data.campaign.procgen.SectorProcGenMod.generate(SectorProcGenMod.java:208) ~[?:?]
   at assortment_of_things.campaign.procgen.RATSectorProcGen.generate(RATSectorProcGen.java:88) ~[?:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.ClassNotFoundException: scripts.campaign.themes.AgniThemeGenerator
   at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:445) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]
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Maelstrom

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #368 on: April 29, 2024, 01:53:22 PM »

To be clear, its with the lates version of Rats, prv and lunalib
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prav

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #369 on: April 29, 2024, 02:05:11 PM »

Looks like it's calling the old classpath. I'll send a pm. Thanks for the report.

Edit: I've been informed that this is probably related to Adjusted Sector - I'm not sure if updating to the latest version fixes it, but if you're on an old version I'd try updating it first.

In case I forgot to make this infantile comment: I looove the toots and doods the range increasing beam and Bergtagen make. :D :D :D

Happy to hear it!
« Last Edit: April 29, 2024, 05:41:56 PM by prav »
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Takion Kasukedo

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #370 on: May 01, 2024, 03:28:50 AM »

Hey prav, I've noticed something with the Frasare-class of frag beam weapons (or anything that leaves behind the radiation frag damage field behind).

Whenever I come out of phase using the Fasklot, or perhaps any phase ships, the radia-frag field appears at the maximum range, instead of the range the target is hit at.

Seems more like a bug than a feature, so I thought you should know about it.

Other than that, the mod is thoroughly enjoyable and the Fasklot is a beast in itself (the sheer capability of catching opposition and EMP'ing the antimatter out of them is a fun thing I had been missing out on for a long time)!
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If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

prav

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #371 on: May 01, 2024, 04:12:42 AM »

Oh that's a curious behavior, looks related to the game's order of operations. I think I've got the fix for it. Thanks for the report.
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Shogouki

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #372 on: May 01, 2024, 11:58:42 AM »

Do the Frasare weapon's anomalies damage friendly fighters and missiles?
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prav

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #373 on: May 01, 2024, 12:31:39 PM »

Do the Frasare weapon's anomalies damage friendly fighters and missiles?

Not your own, but they can hit those of allies (yellow).
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Shogouki

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Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« Reply #374 on: May 01, 2024, 02:31:22 PM »

Good to know, thank you!

Also, any chance of adding a medium sized Skata launcher?
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