Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 2 3 [4]

Author Topic: [0.97a] More Combat Terrain Effects 1.3.2  (Read 47193 times)

darkond2100

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« Reply #45 on: January 16, 2024, 01:35:34 AM »

The video previews are gone. Discord host expired
Logged

NikoTheGuyDude

  • Commander
  • ***
  • Posts: 229
    • View Profile
Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« Reply #46 on: January 17, 2024, 03:59:16 PM »

Hey, so, I've been having an issue with magnetic fields where they are reducing my ship's ranges by 100%.

It's funny to try and fire missiles and watching them explode as soon as they leave the tubes, but the AI keeps chasing after the enemy like a confused puppy, despite the fact they can't do anything.

Check your MCTE_config, in the magnetic field section. The values might be inflated. Only way I can imagine this happening.

It seems to be all set to the defaults, so I dunno, might be an issue with specific modded ships, tbh, which I can live with.

If a modded ship has a negative ECM value, it can get worse effects. ECCM REDUCES the magfield's effects, but the inverse is true.
Logged

NikoTheGuyDude

  • Commander
  • ***
  • Posts: 229
    • View Profile
Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« Reply #47 on: February 05, 2024, 06:16:39 PM »

Update will come in 1-2 weeks.
Logged

NikoTheGuyDude

  • Commander
  • ***
  • Posts: 229
    • View Profile
Re: [0.97a] More Combat Terrain Effects 1.3.1
« Reply #48 on: February 05, 2024, 07:47:32 PM »

pranked

its right now

play it
Logged

eidolad

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: [0.97a] More Combat Terrain Effects 1.3.2
« Reply #49 on: February 14, 2024, 06:50:26 AM »

haven't used the mod, but I love this content/concept...would be beautiful to see Alex integrate AI response/workaround to a generic "space environment hazard"...i.e. AI ships, perhaps based on whether they have an officer or not, would mark "hazard boundary" around whatever-the-modder-inserted into the gameplay space
Logged

thenumbers

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] More Combat Terrain Effects 1.3.2
« Reply #50 on: March 03, 2024, 02:17:14 PM »

Noticed the game would constantly try to load the MCTE_settings.json in the random battle main menu mission. Haven't tested during campaign.

Code
65498 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [MCTE_settings.json]
65514 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [MCTE_settings.json]
65531 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [MCTE_settings.json]
65547 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [MCTE_settings.json]
65564 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [MCTE_settings.json]
65582 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [MCTE_settings.json]

Modlist:
LazyLib 2.8b
LunaLib 1.8.4
More Combat TerrainEffects 1.3.2
Logged

some guy

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.97a] More Combat Terrain Effects 1.3.2
« Reply #51 on: March 25, 2024, 08:36:49 AM »

enjoying this so far, cant wait till the debris feild effect is in... you mentioned getting a better effect. no clue if your open to sugestions, but thought i would throw one out if only to get yelled at. how far off the edge of possability would it be to have semi functional ships made of junk occasionally spawn in with the debris as a surprise... only to randomly explode after a bit.
Logged
Pages: 1 2 3 [4]