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Author Topic: [0.6.1a] Interstellar Federation v1.27  (Read 365834 times)

keptin

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Re: Interstellar Federation v1.162
« Reply #165 on: May 09, 2012, 01:11:02 AM »

They're all 3000 damage in my book.  Only InterstellarFederation standalone and Uomoz's Corvus are officially supported.

Rymosrac

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Re: Interstellar Federation v1.162
« Reply #166 on: May 09, 2012, 06:00:21 AM »

Hmm, odd. Am running standalone, will try a fresh copy. Thanks!
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Sörre

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Re: Interstellar Federation v1.162
« Reply #167 on: May 09, 2012, 06:48:09 AM »

It is something else as I have allready tried that.

The error you're getting is related to the sound file.  He might not have included the IFed config/sounds.json file or the contents in it that are used to reference railgun_burst.wav as "railgun_burst" in the cain.wpn file.

He has certenly done something as the allmighty Hadron Accelerator is allso producing the "same" error.
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keptin

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Re: Interstellar Federation v1.162
« Reply #168 on: May 09, 2012, 07:07:06 AM »

Without the config/sounds.json file, all weapons with custom sfx will throw an error.  This is something that should be posted in the Omega Minimash thread so Omega can fix it.

Sörre

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Re: Interstellar Federation v1.162
« Reply #169 on: May 09, 2012, 08:06:23 AM »

Without the config/sounds.json file, all weapons with custom sfx will throw an error.  This is something that should be posted in the Omega Minimash thread so Omega can fix it.

I got the answer from a new member of the forum.

He missed "#" before "fireSoundTwo":"railgun_burst".

And how do you getting it to work as you do not have # before the line?

Edit: Got it to work but without sound.
And you are bad at reading the forum are you not?
« Last Edit: May 09, 2012, 08:09:40 AM by Sörre »
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keptin

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Re: Interstellar Federation v1.162
« Reply #170 on: May 09, 2012, 08:51:03 AM »

Edit: Got it to work but without sound.
And you are bad at reading the forum are you not?

Whoa buddy, how is it me who isn't reading?  I've told you how to fix it three times and it's not even my mod.  A pound symbol only comments out the code, it doesn't solve the problem.

Sörre

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Re: Interstellar Federation v1.162
« Reply #171 on: May 09, 2012, 09:01:32 AM »

Edit: Got it to work but without sound.
And you are bad at reading the forum are you not?

Whoa buddy, how is it me who isn't reading?  I've told you how to fix it three times and it's not even my mod.  A pound symbol only comments out the code, it doesn't solve the problem.

Just fooling around here ;D, you know how easy it is become addicted to this game :P

And the part about reading the forum is that I allready posted the problem on Omega's Minimash after your first answer.

That´s why it was an easy fix whith the pound symbol.


Well seems I can´t get the Titan to have Launch Bays :'(
Have replaced the code in the hulls section but no luck.
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keptin

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Re: Interstellar Federation v1.162
« Reply #172 on: May 09, 2012, 09:05:16 AM »

Sörre

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Re: Interstellar Federation v1.162
« Reply #173 on: May 09, 2012, 09:45:58 AM »

Titan launch bay fix is here until v1.7: http://fractalsoftworks.com/forum/index.php?topic=2012.msg34652#msg34652

Still no luck :'(

Have replaced the titan.ship in the hulls folder with the text you get when you download your file.

Can you see in the codex if the ship changes the amount of lunch bays?
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dyndak

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Re: Interstellar Federation v1.162
« Reply #174 on: May 09, 2012, 02:15:22 PM »

Titan launch bay fix is here until v1.7: http://fractalsoftworks.com/forum/index.php?topic=2012.msg34652#msg34652

Still no luck :'(

Have replaced the titan.ship in the hulls folder with the text you get when you download your file.

Can you see in the codex if the ship changes the amount of lunch bays?
http://www65.zippyshare.com/v/13638581/file.html
Try this one.
Doesn't seem to be save-compatible, though
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Sörre

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Re: Interstellar Federation v1.162
« Reply #175 on: May 10, 2012, 05:27:20 AM »

That worked fine, and you can use your old saves :)
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keptin

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Re: Interstellar Federation v1.17
« Reply #176 on: May 11, 2012, 10:27:02 AM »

InterstellarFederation v1.17 is finally here!  Much needed fixes and a new ship. Little is known of Project Mercury other than that it's an experimental Federation gunship developed in direct response to the Scourge infestation.




Code
InterstellarFederation v1.17
=Ship Changes=

-Added Mercury-class Prototype Gunship

-Titan
    -Fixed launch bays
-Auria
    -Ordinance increased from 310 to 320
    -Base value increased from 120000 to 130000
-Ballista
    -Removed hangar slots
-Ares
    -Added launch bay
    -Hangar size increased from 4 to 6
-Toa
    -Removed hangar slots
-Orion
    -Base price increased from 7200 to 8000


=Weapon Changes=

-Citadel
    -Fixed turret offsets
-Peacemaker
    -Fixed turret offsets



=File Changes=

-Forsaken Relics I mission text modified
-Enforcement Fleet max fleepoints decreased from 300 to 200
-Enforcement Fleet ship composition changed
-Mercury added to factions and cargo data
-Mercury description added

Rymosrac

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Re: Interstellar Federation v1.17
« Reply #177 on: May 15, 2012, 07:18:58 AM »

I don't suppose you'd be open to a suggestion to buff the harpy MRMs, would you?

I know their OP cost is lower than most medium launchers, but not by a LOT. Tracking and maneuverability is quite good, but between the low damage per missile, fairly low missile HP, and what feel like fairly limited range compared to other MRM's, I just can't get that much use out of them no matter how hard I try. My recommendation is either improving one of the above statistics, or changing them to occupy a small weapon mount. Right now, They just feel like underperforming Harpoons. Granted, the harpoon looks like it should be much harder to hit frigates with, but the Harpies aren't having better luck by any significant margin.

Maybe I'm completely overlooking something.
« Last Edit: May 15, 2012, 03:51:33 PM by Rymosrac »
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cp252

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Re: Interstellar Federation v1.17
« Reply #178 on: May 15, 2012, 02:50:16 PM »

I guess the enforcement fleets are supposed to be equivalent to the Hegemony system defense fleets... but don't you think they should
a) Spawn less often than Hegemony defense fleets and
b) Not zoom around the system killing everyone? Sometimes they just camp a planet and destroy. They're impossible for the weaker factions to dislodge and the Hegemony is friends with them. While their good relations make sense, they sort of depopulate everyone. At least the Hegemony fleets stay around their planet.
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keptin

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Re: Interstellar Federation v1.17
« Reply #179 on: May 15, 2012, 06:45:31 PM »

Thanks for the feedback guys, I'll see what I can do in the next patch, but it might be a ways off as I'm very busy.  I agree the Harpy is underpowered quite a bit--it makes up for much of it in striking 90% of the time and having a huge ammo rack, but they could use a buff.

I can change the behavior of the large IFed fleets to stay near their planet, with smaller patrols roaming the system.  At this point, the mod is deved primarily for Uomoz's Corvus and less as a standalone mod.  With Uomoz taking much of that stuff into his own hands, I've been able to spend my time elsewhere, but I'll look into it.
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