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Author Topic: [0.97a] ED Shipyards 2.6.6 (2024-03-24)  (Read 169200 times)

Nick XR

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #165 on: February 23, 2024, 11:50:12 AM »

Enjoying the unique ships but I appear to be having some issue with the Nurse capital ship I didn't see mentioned. The field shield generator acts oddly for me. Starts battle automatically deployed, right clicking to lower between assaults or to get the 0 flux speed boost it goes down briefly then starts right back up again without me clicking to reactivate, and on occasion and inconsistently will turn it self off then back on rapidly after I try right clicking to toggle. Tried with and without PD guns attached, on its own in a simulation

This happens to the nurse ship in the simulator by itself? With just the nurse ship deployed?
I haven't seen anything like this before, it makes me think you have a mod that is automatically doing stuff with shields. None of those mods stand out as things that could do it, but I've only ever used half of them.

willard07

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #166 on: February 23, 2024, 01:46:40 PM »

I think it might have to do with AI if I'm not meant to manually use the ship or shield. In live combat when the AI uses it it seems to be fine, insofar as the AI does. Only when I pilot it myself the shield acts up, in sim, solo and against enemies, and live combat. I also suspect after playing with it more the rapid toggle is because its trying to block asteroids like the normal ship AI does.
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Nick XR

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #167 on: February 23, 2024, 05:32:10 PM »

When I pilot it the shield behaves just like a shield on any ship.  How the nurse ship works in code is... unusual.  The shield is attached to a module that is attached to the main ship and there's some magic there.  Normally this works fine, but if some mod comes along and decides to replace shield AIs or something it's gonna cause a problem.  Since this works on my dev box more or less by itself it's probably one of your other mods that messing with it.  If you figure out which mod is causing the issue I can see if there's anything in code to stop what they're doing (in addition to ask them not to do what they're doing).

Emanon6

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #168 on: March 03, 2024, 09:54:51 AM »

I left the game running for an afternoon with the player fleet sitting around Nexerelin's Prism Freeport nebula (since it's the least eventful one), returned to see dozens of Ed recon fleets all over the system, which seemed to stay there forever (and growing maybe?)

Wasn't causing any performance issues though.
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Nick XR

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #169 on: March 03, 2024, 11:10:50 AM »

I left the game running for an afternoon with the player fleet sitting around Nexerelin's Prism Freeport nebula (since it's the least eventful one), returned to see dozens of Ed recon fleets all over the system, which seemed to stay there forever (and growing maybe?)

Wasn't causing any performance issues though.

Interesting, the defensive fleets are supposed to despawn after about 90 days.  When you mouse over a fleet, what does it say it's doing?  Something like "patrolling" or "returning from patrol"?

Emanon6

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #170 on: March 03, 2024, 11:47:21 PM »

I left the game running for an afternoon with the player fleet sitting around Nexerelin's Prism Freeport nebula (since it's the least eventful one), returned to see dozens of Ed recon fleets all over the system, which seemed to stay there forever (and growing maybe?)

Wasn't causing any performance issues though.

Interesting, the defensive fleets are supposed to despawn after about 90 days.  When you mouse over a fleet, what does it say it's doing?  Something like "patrolling" or "returning from patrol"?

Says patrolling, does an active sensor burst at an interval, and stays still unless hostile nearby.
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majk

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #171 on: March 06, 2024, 03:19:54 AM »

This mod is awesome and surprisingly balanced.
When i tried this mod and started browsing for ships i was almost ready to launch a rant about ship balance, but then i noticed the price tag on some of the better ships.

That tiny Chin class frigate costs as much as a brand new Eradicator and for that amazing Dalmatian that would be perfect for stealth fleet i could buy 5 atlases or 1 atlas 1 prometheus and a bunch of sunders for a mid game fleet.

Awesome ship design, buffs up pirates and independents, costs an arm and leg to buy good ships makes for and awesome experience, thanks for making this mod. ;D
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JaeSunRyoo

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #172 on: March 06, 2024, 05:35:10 PM »

Hey Nick, thanks for continuing the maintenance/updating of this mod!

Just had a question for the Wurgandal - is it still purchasable instead of going through the bounty board?
I remember in previous older versions that you could purchase it for 25 million and at a certain level (can't recall which level, was it 15 or something?) And that it was accessible (sometimes) through events at bars on markets with ED presence. I'm currently lvl 13 on my current run, have maxed out rep with independents and have accured sufficient credits. I've been waiting for a cycle and going between ED submarket locations to no avail.

Any help would be appreciated. Thank you!
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Nick XR

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #173 on: March 09, 2024, 11:37:54 AM »

Just had a question for the Wurgandal - is it still purchasable instead of going through the bounty board?

It's no longer purchasable, there's a mission:

Wurgandal
Spoiler


Be level  13 or higher
Have a powerful fleet
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission
[close]

JaeSunRyoo

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #174 on: March 10, 2024, 03:10:34 PM »

Just had a question for the Wurgandal - is it still purchasable instead of going through the bounty board?

It's no longer purchasable, there's a mission:

Wurgandal
Spoiler


Be level  13 or higher
Have a powerful fleet
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission
[close]

Hm, I feared as much. Oh well. Thanks Nick!
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Raaaain

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #175 on: March 19, 2024, 08:13:05 PM »

can this mod be added mid save?
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Nick XR

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #176 on: March 19, 2024, 10:39:09 PM »

can this mod be added mid save?

Yes.  But it cannot be removed once added.

Raaaain

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #177 on: March 20, 2024, 10:48:38 AM »

can this mod be added mid save?

Yes.  But it cannot be removed once added.

alr, thanks
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zrx1000

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Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« Reply #178 on: March 21, 2024, 02:29:45 AM »

If you recover the Wurgandal you turn -50 hostile to independents even if you're at 100 cooperative before.
Is this intended? If so, I think that's a bit too much, I mean yeah its a WMD but it's not like its public knowledge.
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Nick XR

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Re: [0.97a] ED Shipyards 2.6.6 (2024-03-24)
« Reply #179 on: March 24, 2024, 11:42:06 AM »

Version 2.6.6
  • Doog bounty now works
  • Cleaned up Magic Bounty ranks
  • Saluki-X now gets added to game world on new game
  • Removed versioning kill code, instead there is a warning in the version file
  • Reduced MAW arc chance with missiles.
  • Gunnery Control Mod MAW blacklist
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