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Author Topic: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)  (Read 641742 times)

King Alfonzo

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #615 on: August 03, 2023, 01:35:53 AM »

Sweet, thanks for the update. Does this also fix the hmi_canister_flak issue from the last page?

(from hmi_proxi_flare in my case)

Yes this quick update does that.
https://fractalsoftworks.com/forum/index.php?topic=27733.msg408635#msg408635

In the spirit of fair play, these haven't been addressed yet, although it's only the spoilered one that feels truly overpowered.  I would like to see the Remnant weapons get a balance pass to be competitive sidegrades to their vanilla counterparts.  It's gratifying to see somebody think that HMI content is vanilla because the descriptions are so well-written it looks like professional content.

Fair cop. I have nerfed the Burst Attack Laser at least, that one was dangerous, with some weapons now being more firmly sidegrades, and others upgrades, but I do need to redo the balance on them at some point while fighting the urge to make HMI the Thumper Analogue Faction.

That's good news ! Any ETA ?

Not too far off. As I said, I just need to make sure nothing explodes. Again.

...and if nothing explodes whether I can add more subtly secret stuff between release and now.

Wyvern

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #616 on: August 08, 2023, 06:17:01 PM »

Hi there! Got another bug with HMI-Supervillains as standalone:
Code
10687690 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.String.super(Unknown Source)
at com.fs.starfarer.loading.specs.String.String(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.while(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.ÓO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.advance(Unknown Source)
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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Happens 100% reliably about a second after starting a fight against a pirate bounty target fleet containing: Odyssey, Aurora, 2x Arachne, Appeasement, Noble, Omen, Shade, Tempest (Mk. VII), Songbird (TT). (As in, combat starts, I set out initial orders, unpause, ships start moving, crash.)

I'm not sure if this is an issue with one of the hulls, or with one of the weapons installed on the hulls, or what exactly... but if I install the main HMI mod and load up the same save, the game doesn't crash and I can get through the battle.

(If I had to guess, I'd actually bet on it being an issue with the Tempest 7's drone, since that wouldn't launch until shortly after battle start, and maybe if there's a missing description for it, or for its system, or for one of its weapons... But that's just a guess.)
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Wyvern is 100% correct about the math.

King Alfonzo

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #617 on: August 11, 2023, 09:48:42 PM »

Hi there! Got another bug with HMI-Supervillains as standalone:
Code
10687690 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.String.super(Unknown Source)
at com.fs.starfarer.loading.specs.String.String(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.while(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.ÓO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.advance(Unknown Source)
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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Happens 100% reliably about a second after starting a fight against a pirate bounty target fleet containing: Odyssey, Aurora, 2x Arachne, Appeasement, Noble, Omen, Shade, Tempest (Mk. VII), Songbird (TT). (As in, combat starts, I set out initial orders, unpause, ships start moving, crash.)

I'm not sure if this is an issue with one of the hulls, or with one of the weapons installed on the hulls, or what exactly... but if I install the main HMI mod and load up the same save, the game doesn't crash and I can get through the battle.

(If I had to guess, I'd actually bet on it being an issue with the Tempest 7's drone, since that wouldn't launch until shortly after battle start, and maybe if there's a missing description for it, or for its system, or for one of its weapons... But that's just a guess.)

Well I'm a fool - I forgot that I had custom engine styles for the terminator drones, and forgot to move them voer the SUpervillians. One moment, will fix.

King Alfonzo

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #618 on: August 11, 2023, 10:13:20 PM »

AND IT IS FIXED.
ALONG WITH SEVERAL OTHER THINGS.

HMI Update 0.3.6a

Changes:
-Moved [REDACTED] content from HMI to Brighton Federation where it belongs (main source of savegame incompatibility)
-Made the [REDACTED] fight spookier...and infinitely more cruel.
-Update visuals on [REDACTED] ships, and added some missing [REDACTED] ships to Opuntia and [REDACTED], also made certain planets that should be inhabitable very difficult to colonise.
-Split off Church of Eva from Luddic Path; should now be less gamey for smugglers.
-Added some [SECRET CONTENT]. The framework that adds this I plan to use for future [SECRET CONTENT].
-Buffed and nerfed some Remnant weapons, particularly the beam weapons.
-Pummerer Carbine is now more obviously a PD Thumper in visuals and utility.
-Fixed a couple of bits and pieces (Thanks Wyvern, Network Pesci, Vicegrip for the catches!)

NOT SAVEGAME COMPATIBLE.

DOWNLOAD HERE.

Brighton Update 0.0.3b
-Added Nova (BRV)
-Added Apex (BRV)
-Moved [REDACTED] from HMI to Brighton Federation, where it belongs.
-Changed how [REDACTED] works; instead of it being a fight against hullmod spam, the new [REDACTED] should hopefully give a more varied experience. Includes new [REDACTED] ships and completely reworked [REDACTED] ships.

NOT SAVEGAME COMPATIBLE.

DOWNLOAD HERE.

Supervillians Update 0.0.4d
-Fixed the 'Terminator Engine Drone Crash'.

SAVEGAME COMPATIBLE.

DOWNLOAD HERE.

DeClare249

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #619 on: August 12, 2023, 01:03:30 AM »

Cool, thank you so much for the latest update. Keep up the great work!
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Killsode

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #620 on: August 12, 2023, 04:55:00 PM »

I think the richardson cannon's stats were typo'd a bit. It does 6400/s frag. That doesnt sound right...
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killtime101

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #621 on: August 12, 2023, 05:22:07 PM »

I keep on getting a crash whenever I try to start a new campaign with the newest update to this mod set. Something about a domres eagle hullmod being missing or something? I don't know exactly what it means, though I can't find the exact string in the log that explicitly says it except the initial crash screen.
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Killsode

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #622 on: August 12, 2023, 06:58:23 PM »

I keep on getting a crash whenever I try to start a new campaign with the newest update to this mod set. Something about a domres eagle hullmod being missing or something? I don't know exactly what it means, though I can't find the exact string in the log that explicitly says it except the initial crash screen.

you probably didnt delete and install correctly. just delete your HMI installation and then drop in a fresh installation
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killtime101

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #623 on: August 12, 2023, 08:07:01 PM »

I keep on getting a crash whenever I try to start a new campaign with the newest update to this mod set. Something about a domres eagle hullmod being missing or something? I don't know exactly what it means, though I can't find the exact string in the log that explicitly says it except the initial crash screen.

you probably didnt delete and install correctly. just delete your HMI installation and then drop in a fresh installation

Ah alright, I will try it.
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King Alfonzo

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #624 on: August 12, 2023, 08:11:51 PM »

QUICK HOTFIX

HMI Update 0.3.6b

-Fixed Locomotive's glitched weapon arcs

NOT SAVEGAME COMPATIBLE WITH VERSIONS BEFORE 0.3.6a

DOWNLOAD HERE

Sethoria34

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #625 on: August 12, 2023, 09:50:42 PM »

I saw under the supervillions part there is a section u mentioned about  "This mod pack contains a now unique 'Junker' faction, five mini-boss factions, an optional Scavanged Derelict/Remnant faction"

Ive tried looking in the mod files, and can not find a way to enable it there, nor in the mod options when starting a new game, or via mod settings in game

I think im missing a trick here...
How do i enable the derlict faction?
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Selfcontrol

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #626 on: August 13, 2023, 09:41:56 AM »

Thanks for the update :)

I'd like to know if there is a reason why you didn't give the voracious cannon and kiddie rapid mortar the "Use vs frigates" hint ? Is it tied to balance ?
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Zalpha

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #627 on: August 13, 2023, 01:02:26 PM »

Thanks for the update but the main menu when I downloaded HMI was still set to version A and not the new B version. Was confused why after applying it I was still being told by SMOL that it was outdated but the new Villains and Bright were good and updated.
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Zalpha

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #628 on: August 19, 2023, 08:58:16 AM »

Is this a bug or by design? Large PD classified as a Ballistic is actually a missile? (Baffler ADL)
Spoiler
   
[close]

(Ctrl and - to zoom out to see the images or download them to see them, ctrl and + to zoom back in,
or ctrl and mouse wheel)
« Last Edit: August 19, 2023, 09:01:28 AM by Zalpha »
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Selfcontrol

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Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« Reply #629 on: August 19, 2023, 09:50:47 AM »

Read the weapon's description. The projectiles can be shot down. This is achieved by making the projectiles count as missiles.
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