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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1561757 times)

bluntfang

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1020 on: August 22, 2012, 08:16:15 AM »

Sorry for the bump, I never did get an answer as to how the "New ID" works and why it does not reset certain factions that began neutral.
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Uomoz

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1021 on: August 22, 2012, 08:18:29 AM »

It was actually a bug and should be fixed! (it's in the changelog)
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bluntfang

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1022 on: August 22, 2012, 10:48:26 AM »

Ah!  Sounds like I need to re-download :)

Hmm, when I try to use the new version it says:

Fatal: No enum const class
com.fs.starfarer.api.comba.WeaponAPI$AIHints.Show_In_Codex
« Last Edit: August 22, 2012, 11:10:22 AM by bluntfang »
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Uomoz

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1023 on: August 22, 2012, 11:44:08 AM »

Ah!  Sounds like I need to re-download :)

Hmm, when I try to use the new version it says:

Fatal: No enum const class
com.fs.starfarer.api.comba.WeaponAPI$AIHints.Show_In_Codex


At the beginning of the game? During campaign?

My version starts flawlessly. Did you updated starfarer to the very latest version?
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bluntfang

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1024 on: August 22, 2012, 06:26:20 PM »

Right at the beginning of the game, on launch before it gets to the menu screen.

I will dink around with it.  Maybe it is conflicting (though I am only running starfarerplus and fleet mods right now.... the star wars mod is too outdated).

Thanks!
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theSONY

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1025 on: August 25, 2012, 03:21:04 AM »

Right at the beginning of the game, on launch before it gets to the menu screen.
I had the same problem with the newest MOD ver. game crashes at the begining of the loading bar
you just must update your GAME VERSION (53.1)
& everything will be just peachy ^^
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-the ABOMINATION - in progress

Brainbread

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1026 on: August 26, 2012, 08:30:13 AM »

By the way.

If anyone hasn't used the Sandstorm (Nomad Capital Ship) yet, try it out with 8xAuto Pulse, 6xBurst PD (back/front coverage), ITU, Expanded Magazines, RFU and the rest into Caps. It melts absolutely everything and redeems the Nomads faction.
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Uomoz

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1027 on: August 26, 2012, 08:33:06 AM »

Yeah it's a bit overpowered, especially combined with current NC weaponry xD.
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Brainbread

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1028 on: August 26, 2012, 08:44:48 AM »

Yeah it's a bit overpowered, especially combined with current NC weaponry xD.

I think the use of Variants should be used a bit more in this case. 8 Large Energy mounts is insane, but if it were 2 Large, 6 Medium - the ship would be "more" balanced. You could still use Variants to load Large Energy Weapons into those mounts, but as a Player, we can't abuse the ship nearly as much.

For the most part, factions seem balanced around their loadouts, rather than their ships potential.
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Uomoz

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1029 on: August 26, 2012, 08:49:51 AM »

Yeah, that's an issue I'm well aware of. In this case imho nomads should have reduced dissipation to compensate the insane amount of turrets xD.
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Brainbread

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1030 on: August 26, 2012, 08:54:10 AM »

Yeah, that's an issue I'm well aware of. In this case imho nomads should have reduced dissipation to compensate the insane amount of turrets xD.

Well, their normal weapons are super efficient (which means its not normally a problem, Flux) but they can't easily handle other weapons as their Cap/Diss is low for the number or Ordinance and Weapon Slots. That balances them for everything except the Sandstorm, which can just push out so much damage that it can easily kill its targets before it needs to vent (and it has good dissipation, and Capacity).

I fixed its slots on my end, moving the 6 Large outside turrets to Medium. It'll still be fantastic, but now I won't be able to burst down an Onslaught. I guess I could "Have some self control" as people would say, but its not fun not use your stuff to its full capacity. I'd rather fix it and max out than not use the tools available in game ^^
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ValkyriaL

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1031 on: August 28, 2012, 01:40:17 PM »

I just noticed a slight error while renaming my own fleets, but the lotus top fleet's name is not correct ;) its *Flotilla* not *Flottila* and i personally think the name itself doesn't fit the size of that fleet, a flotilla is just a handful of ships, id rather call it central armada or task force but that's just my opinion.

EDIT: intrepid battleship has a black dot flying on its own by the side of the rear missile launchers, maybe a miss when erasing background?
« Last Edit: August 28, 2012, 05:09:44 PM by ValkyriaL »
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Ghoti

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1032 on: August 28, 2012, 02:24:30 PM »

So what exactly is the phased cannon array? You can mount it in the missions, it takes 0 OP points and is basically a doom laser. Massively overpowered.
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Uomoz

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1033 on: August 28, 2012, 02:28:45 PM »

It's a mission weapon :D.
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Ghoti

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Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
« Reply #1034 on: August 28, 2012, 04:28:50 PM »

Apparently it fits on a jackhammer battleship
So it's a neutrino industries weapon.

Neutrino ships fitted with this weapon make missions uninteresting.
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