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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Orbital Manipulation and Maintenance 0.8.2  (Read 119182 times)

Euripides

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Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« Reply #75 on: September 07, 2023, 01:07:23 PM »

In the Nathantia description it says,
"An Engineer confused a mathematical operator(Nott sure what this means?) ..."

I'm assuming this is a translated description from somewhere. A mathematical operator refers to things like multiply, divide, add, subtract (among others). It sounds like the author may have misunderstood the meaning of the sentence as a ship engineer confusing a person who operates math, rather than an engineer who used the wrong operator in an equation.
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Tecrys

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Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« Reply #76 on: September 08, 2023, 12:57:33 PM »

Thanks for letting me know, I think I forgot to delete some annotations by my proof reader.
I will fix it when I return to modding from my AC6/gaming break
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Tecrys

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Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« Reply #77 on: September 13, 2023, 10:05:00 AM »

Shameless self promotion:
SVC (BGE remake) is out!
https://fractalsoftworks.com/forum/index.php?topic=28010.0
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IGdood

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Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« Reply #78 on: October 06, 2023, 07:57:28 PM »

For the Nathantia maybe consider removing the civilian tag.  It's pretty battle capable in the right circumstances and I enjoy deploying it with the rest of my fleet in combat
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Tecrys

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Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« Reply #79 on: October 08, 2023, 01:06:13 AM »

For the Nathantia maybe consider removing the civilian tag.  It's pretty battle capable in the right circumstances and I enjoy deploying it with the rest of my fleet in combat
Hi! Every Freitag ship with the civ tag is balanced around and has enough OP to easily include militarized subsystems
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IGdood

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Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« Reply #80 on: October 08, 2023, 09:17:09 AM »

For the Nathantia maybe consider removing the civilian tag.  It's pretty battle capable in the right circumstances and I enjoy deploying it with the rest of my fleet in combat
Hi! Every Freitag ship with the civ tag is balanced around and has enough OP to easily include militarized subsystems

Sorry what I meant was the civilian tag makes it that even when I click "deploy all" it excludes freitag ships even if they have militarized subsystems installed
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RaymondLuxuryYacht

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Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« Reply #81 on: November 03, 2023, 01:12:50 PM »

I think i'm either having an issue with Monofilament Cables or i'm not understanding completely how they work but they aren't boosting my slowest ships (Purcellaryas from UAF) which are at burn 7. The rest of the fleet is at 8 or faster even my Atlases are at 9 through Exploration Refit hullmods and the skill that boosts civ grade hulls.

Am i doing something wrong? Does it boost based on base speed instead of actual speed?

I'm very confused.

EDIT: Ok i did a bit of digging by myself and apparently the script for the hullmod was named omm_TowCable while both the ship and hullmod.csv files called for a file named omm_tow_cable. I renamed it but i don't have any more time to test it however i'm fairly positive this was causing the problem.

EDIT: Update, it wasn't the problem. It still doesn't want to work. Help.
« Last Edit: November 04, 2023, 01:21:47 AM by RaymondLuxuryYacht »
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Tecrys

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Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« Reply #82 on: November 16, 2023, 11:21:52 AM »

I think i'm either having an issue with Monofilament Cables ... *snip

Thanks for letting me know, I'll look into it. In the meantime just get a tug. Update will take time, currently taking a break from modding
(I was slowly going insane in the modding mines, AHHHHHHHAAAHH!)
« Last Edit: November 19, 2023, 01:54:38 AM by Tecrys »
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Tecrys

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Re: [0.96a] Orbital Manipulation and Maintenance 0.8b
« Reply #83 on: November 19, 2023, 01:55:38 AM »

OMM 0.8b release:
- fixed Monofilament Tow Cable
- fixed Nathantia description
- increased burn speed for several ships by 1
« Last Edit: November 19, 2023, 05:34:24 AM by Tecrys »
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IGdood

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Re: [0.97a] Orbital Manipulation and Maintenance 0.8c
« Reply #84 on: March 05, 2024, 03:36:22 PM »

Not sure if something changed with the new update in terms of AI behavior but the AI no longer uses the weapons on the probes and drones.  Missiles occasionally, but it won't fire other weaponry. 
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Tecrys

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Re: [0.97a] Orbital Manipulation and Maintenance 0.8c
« Reply #85 on: March 06, 2024, 01:01:24 AM »

I am sorry but I cannot reproduce this behaviour on my end. All ships and drones behave as intended and as they did in 0.96a.
Edit: I looked into the issue a bit deeper and it turns out that the drones from the player ship will not fire if it is on autopilot. It is a weird edge case, so it took me some time to find it. I will try to fix it for next release.
In the meantime don't use Freitag ships as flagships on autopilot to avoid the issue.

Thank you for reporting it! Bug reports and feedback are always welcome!

On a different note, does anyone actually use Freitag ships as flagships and controls them in battle? If so what are your oppinions on how they play?
« Last Edit: March 06, 2024, 03:47:18 AM by Tecrys »
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IGdood

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Re: [0.97a] Orbital Manipulation and Maintenance 0.8c
« Reply #86 on: March 06, 2024, 08:21:59 AM »

Ah got it, I won't use as flagship from here on out!  For now anyways.

I tend to play healer/mage in RPGs and the Freitag ships perform best behind the front line sneaking in a potshot here and there.  The shields can hold up to enemy fire somewhat but they're not meant for the frontline.  Abilities best used to support the front liners.  Even though the drones can be used as direct fire weaponry they can also act as a "fighter" screen like a carrier with the right angling and eat a reaper or two
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Tecrys

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Re: [0.97a] Orbital Manipulation and Maintenance 0.8c
« Reply #87 on: March 06, 2024, 09:03:37 AM »

I love that you see them that way! That is pretty much what I designed them for. <3

Edit: The issue is fixed along with a few other things.

Patch Notes (OMM 0.8.1 - Release):
- fixed a major bug that prevented drones under control of a flagship on autopilot from firing
- updated variants
- fixed several bugs involving Orchestia
- increased hull and max flux of Orchestia
- increased max flux of Octocorallia defence platform
« Last Edit: March 08, 2024, 12:11:28 AM by Tecrys »
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Phalamy

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Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
« Reply #88 on: March 24, 2024, 02:31:27 PM »

You should reeeeally make it so missiles fired by a ships uplink drones can't hit their mothership. Because of how the drones tend to be positioned, any missile spinning out will 99% of the time instantly hit the mothership.
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Troika

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Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
« Reply #89 on: March 26, 2024, 12:02:55 AM »

The AI doesn't seem to know how to use the gun drones very well. It often seems to not fire at all.
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