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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Junk Yard Dogs - V 3.6 - 04/20/25 Clipping the wings balance update  (Read 319735 times)

Scamper

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As to their sprites I am unsure your meaning, they share a similar base but different projectiles and sizes. If you could clarify your concern other than their incorrect volley count please let me know.

Their sprite doubles when on a turret.
On top the active sprite that moves around, and underneath a "ghost" sprite of the turret in its initial starting position.

https://imgur.com/a/xBzAGEt
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Dazs

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"You might consider making a custom JYD Heavy Pod drone that will increase the quality (asteroid breakers) rather than quantity (make a wing size 3 instead of 4). I'd be neat to see those with Drill missiles or Shard missiles just to be different."

OOoo IonDragonX, I like your thinking. I thought about making the fighter wings I made as drones but their models lend themselves to being manned. I like this idea as a new direction and I know there are a couple mods that do corvette or gunship sized solo "fighters" instead of a wing and I think I may go full bore (dad joke). As to the toggle ability, I am in your camp regarding things being grounded and all tied in. I still have an iron in the fire on that and Alex did respond to my question and gave me a hint but I won't keep the next update delayed for more than a day and release the utility ship sans fancy smelting hull mod.

Scamper, thank you for highlighting it, I'm an old dog and never noticed it since they are kinda small. I think I know what is going on there and will have it fixed by the next patch.

This mod wouldn't have taken the shape it has w/o people such as yourselves seeing the issues I am blind to and making some cool suggestions on how to better the mod. <hugs>

Dazs

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V0.45 released with the aforementioned fixes and a some other things I've been working on. See changelog for details.

As always, thank you for your time in helping me iron this mod out.

Dazs

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Version 0.55 released. See changelog for details. Note: if you are upgrading from 0.45 please read the version 0.5 changelog notes before upgrading.

I am nearing the end of development with a only a couple cleanup items left on my dev list. If you have any comments or requests please do so, I am always looking for ideas to make this faction explorer/trader/miner/scrapper friendly. I check this post at least twice a day and will get back to you asap.

IonDragonX

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If you have any comments or requests please do so, ... I check this post at least twice a day and will get back to you asap.
Did you know there is a PM system on the boards? I sent you a couple.
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Scamper

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Re: [0.95a] Faction Mod "Junk Yard Dogs" V0.55 test release for critical review
« Reply #50 on: November 01, 2021, 09:30:08 AM »

The Relaxed (small tanker) and the Exuberant (medium tanker) have the same maintenance cost of 2 supplies/mo, the Exuberant should be slightly higher.
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Dazs

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Re: [0.95a] Faction Mod "Junk Yard Dogs" V0.6 test release for critical review
« Reply #51 on: November 01, 2021, 03:44:41 PM »

V0.6 mod update - Many changes to Dogstar and a style of vessel I felt the faction lacked, a command ship -See changelog for details

IonDragonX, I knew about the board PM but I guess I had a brain malfunction just focusing on checking this forum post. I addressed many of your concerns and PM you back

Scamper, so nice to see you again! I was able to get that fix in just in time and it is included in this update.

Dazs

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Re: [0.95a] Faction Mod "Junk Yard Dogs" V0.6 test release for critical review
« Reply #52 on: November 01, 2021, 05:21:12 PM »

Quick update. If you d/l 0.6 before this post then please re-download it. It occurred to me that I forgot to add the Commanding to JYD's list of known ships so it could be bought and used by their fleets. The fix is in the current d/l.

Dazs

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Re: [0.95a] Faction Mod "Junk Yard Dogs" V0.65 test release for critical review
« Reply #53 on: November 03, 2021, 02:26:13 PM »

V0.65 released today

Many changes to the ships, graphics and loadouts (see changelog for details). Not Save Game compatible due to some of the changes. Sorry about that but as I say on the main page this is a work in progress. I feel I have added the options I wanted at the outset plus a few more that have been recommended. I would like to add more utility to the exploration and scrapping aspect of the game and will be focused on that (and any suggestions) for the next release.

This was mainly the clean up and polish patch and I believe it is almost ready for a general release. Let me know if you have any concerns, suggestions or requests for features and I will get back to you ASAP.

Dazs

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Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
« Reply #54 on: November 11, 2021, 01:36:47 PM »

v0.7 released today

Made several adjustments to ship load outs, AI behavior and some smaller fixes/additions. See changelog on OP for details

Necrodart

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Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
« Reply #55 on: November 12, 2021, 06:33:03 PM »

Hi, I downloaded your mod today to try out and I'm getting an error that says "Fatal: Weapon spec [amsrm] not found!" when I try and start the game up.
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Dazs

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Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
« Reply #56 on: November 13, 2021, 03:17:06 AM »

HI Necrodart and welcome to the forums.

I am sorry to hear you are experiencing issues but that spec is not found in my mod. The following are all the custom weapons in JYD:

#Guns   
Asteroid Breaker           JYD_ab
Long Range Kinetic Drill   JYD_lrk
Mining Recoilless Blaster   JYD_mrb
Drone gun                           JYD_abf
   
#Missiles   
Drill LRM                           JYD_lrm
Drill SRM                           JYD_srm
Shard Anti-Fighter Swarm  JYD_af
Armored MRM                  JYD_mrm

Based on the [amsrm] custom ID I am guessing it is from a mod that uses "am" as their unique prefix like I use "JYD_" and the "srm" most likely means it is a short range missile. I am not familiar with that prefix and I test against all the major mods.

If you could post the last few lines that detail the error from your starsector log found in Starsector/starsector-core I would be better able to help you and also see if there is some sort of conflict between my mod and someone else's mod you have installed.

IonDragonX

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Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
« Reply #57 on: November 13, 2021, 07:55:43 AM »

Based on the [amsrm] custom ID I am guessing it is from a mod that uses "am" as their unique prefix like I use "JYD_" and the "srm" most likely means it is a short range missile. I am not familiar with that prefix and I test against all the major mods.
Or the "am" out of "am""srm" could mean "anti-matter", which is a common enough sci-fi term.
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noman

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Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
« Reply #58 on: November 13, 2021, 08:21:03 AM »

Well we know that main game has weapon with id amsrm use by omega. At least some of their fighter do. So try to check if file weapon still in weapon folder.
Good mod though.
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Dazs

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Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
« Reply #59 on: November 13, 2021, 09:37:23 AM »

Thank you IonDragonX and noman for the sleuthing, it is indeed a base weapon. I looked over the code and I see no way my mod could conflict with it. I assumed it was a mod conflict because hundreds of people have d/l the mod and haven't had that issue and we all have the base code. I am still willing to help Necrodart if/when he posts the log.

Just gotta add that this community rocks!
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