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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.9.1a] ED Shipyard 2.1.2 (crash fix)  (Read 268728 times)

captinjoehenry

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #75 on: October 16, 2019, 03:59:53 PM »

Another thing that would be nice would be if you could use less than 8 point manned fighters if you have the Unmaned fighter mod.  As that converts all manned fighters into drones at a replacement speed penalty.
Oh yeah i haven't tested it yet, they might actually work together, from which mod is it?
Alright found it.  It is the Drone Conversion hullmod from Seeker.  Makes all fighters into drones with 0 crew but slows the replacement rate of fighters. 
I figure it would make a really nice synergy with the small drone hangers as it makes manned fighters into drones for an added OP and replacement rate penalty.  As in you need to spend the OP on the hullmod and the fighters.  Fights cost are not changed by the hull mod
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Ed

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #76 on: October 16, 2019, 04:22:34 PM »

Ok found it was from Seeker, my mod will now consider it and not apply penalties to crewed fighters if you have that hullmod

lol i should have refreshed the page, sorry i posted before checking your reply
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dub

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #77 on: October 16, 2019, 08:01:27 PM »

It's been a few months in game now and I've tried refreshing markets for 20 mins. I think there's something inhibiting your ships from being in the independent market.
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Ed

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #78 on: October 17, 2019, 05:17:40 AM »

It's been a few months in game now and I've tried refreshing markets for 20 mins. I think there's something inhibiting your ships from being in the independent market.
Strange, maybe you do need a new game to get the ships to spawn, you still should be able to get the blueprints in your playthrough
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Ed

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Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
« Reply #79 on: October 17, 2019, 05:46:31 PM »

Version 1.8.0
-Added Chihuahua
-Added Wolfhound
-Added Pirate Wolfhound
-Added Pirate Dachshund
-My drone fighter wings should now appear on independent markets
-Fixed a duplication glitch by reworking Small Drone Hangar
-Reworked Small Drone Hangar, all fighters can now be equipped, but they will have a significant chance to malfuncion in combat if they are outside the hullmod limitations
-Reworked Point Defense Specialization, all guns can now be equipped, but they will have a significant chance to malfuncion in combat if they are not PD or anti-fighter
-Small Drone Hangars how works with Drone Conversion from Seeker.
-Tyrant Maw range nerfed further to 2000 from 3000
-Nerfed Wurgandal base hitpoints to 25000 from 35000
-Wurgandal is no longer Unboardable
-Fixed a crash with Spatial Swap
-Spatial Swap now has 4000 max range
-Changed Affenpinscher name to Pincher due to it being claimed already by other mod (the ship id is the same as previously, this should not crash your savefiles)
-Increasd Leonberger max speed by 15
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MorganOrgan

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Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
« Reply #80 on: October 18, 2019, 06:51:03 AM »

Just a heads up that few other mods already use doggo naming scheme for their ships and running those in parallel can get confusing pretty fast.
Pretty much all the names of the ships have been used in either Junk pirates, HTA and something else adds a Pug-class escort fighter.
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Ed

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Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
« Reply #81 on: October 18, 2019, 10:08:51 AM »

Just a heads up that few other mods already use doggo naming scheme for their ships and running those in parallel can get confusing pretty fast.
Pretty much all the names of the ships have been used in either Junk pirates, HTA and something else adds a Pug-class escort fighter.
The pug was not claimed in the used names googledoc so i won't be changing it, i do check the file before adding new ships.
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Ed

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Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
« Reply #82 on: October 19, 2019, 08:38:31 PM »

I will be uploading a new version (1.8.1) as soon as i finish the next ship because i fixed a crash. If you would like the current dev version with the crash fix just send me a message.
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Karamitsuko

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Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
« Reply #83 on: October 20, 2019, 03:48:11 PM »

are blueprints for these ships included anywhere? i can't find them and i'm not sure if it's because there are no blueprints or what
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Ed

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Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
« Reply #84 on: October 20, 2019, 06:05:21 PM »

are blueprints for these ships included anywhere? i can't find them and i'm not sure if it's because there are no blueprints or what
They are all rare blueprints, so you won't find them that easily, since Independents know them raiding their worlds should give you some.
Beware the blueprint for the hullmod PD Specilization is crashing when you check the tooltip, the fix will be up on next version
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dub

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Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
« Reply #85 on: October 21, 2019, 02:43:07 PM »

sometimes the groenendael swap crashes my game
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Ed

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Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
« Reply #86 on: October 21, 2019, 05:45:17 PM »

Version 1.8.2 (crash quickfix included)

Added Carolina
Added Pirate Carolina
Remodeled the Beagle
Remodeled the Corgi
Fixed the rarity of the ships in the markets
Fixed a crash on PD Specialization hullmod tooltip
Point Defense Specialization is now Hidden (no longer learnable)

sometimes the groenendael swap crashes my game
Are you using the current version? this has been fixed already, if you are getting crashes on the current version please post the starsector.log here
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Chryvrius

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Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
« Reply #87 on: October 22, 2019, 03:35:17 PM »

Just wanted to say that I'm absolutely adoring this mod! The ships are fun, and have unique abilities I haven't seen anywhere else.
The only complaint I have is that the revolver cylinder of the Carolina seems to feel a bit... Untextured, compared to the rest of the ship. Maybe some yellow highlights would make it fit the design better?


Irregardless, keep up the good work! Can't wait to see what new ships you release =^)
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Ed

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Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
« Reply #88 on: October 22, 2019, 04:16:37 PM »

Just wanted to say that I'm absolutely adoring this mod! The ships are fun, and have unique abilities I haven't seen anywhere else.
The only complaint I have is that the revolver cylinder of the Carolina seems to feel a bit... Untextured, compared to the rest of the ship. Maybe some yellow highlights would make it fit the design better?


Irregardless, keep up the good work! Can't wait to see what new ships you release =^)
Thanks that mean a lot.
The problem with the Carolina cylinder is that i reuse the animation for each of the 6 spins, so it would need 48 frames instead of 8 for the animation if i were to add more detail. Not saying i won't ever do it (I am reviewing the 82 frame long Grand Salvo animation now), but right now this is more effort than it is worth.
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majorfreak

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Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
« Reply #89 on: October 22, 2019, 05:06:54 PM »

about the PD specialization: i didn't get a chance to use the hullmod yet. I was wondering if you were fiddling with the autofire stuff? how did that work out? i'm hoping to find some sort of mod that allows me to get my artillery ship to STOP shooting at fighters (that orion battery is cool and all until you see your officer frittering away his time taking pot shots at artful dodgers)
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