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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 317055 times)

Oni

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Re: [0.95.1a] Junk Yard Dogs - V1.1 - 12/20/21
« Reply #105 on: December 20, 2021, 09:13:23 PM »

I'm getting a "Ship hull variant [JYD_peppy_standard] not found!" error when trying to load up with v1.1... JYD is from this mod, right?  :-\
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V1.1 - 12/20/21
« Reply #106 on: December 20, 2021, 09:38:40 PM »

Yes, I added that ship today. I am unsure why it is not found, it loads for me in a previous save as well as a new game. I'll look into it but in the mean time, anyone else having this issue?

Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
« Reply #107 on: December 20, 2021, 09:51:04 PM »

Ah figured it out, when I was designing the peppy the variant file was saved to my Hiver Swarm variant folder. It did not show as an error on my end since it was being loaded from there. So sorry about that, it's always the little things that get me lol. I uploaded a new version with the missing file.

Lerzan

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Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
« Reply #108 on: December 20, 2021, 09:54:57 PM »

Was about to post the same issue, then it said a new post was added and there is the fix! So far the error is gone with the new file.
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
« Reply #109 on: December 20, 2021, 09:56:50 PM »

Yea it was those damn Hivers, can't give them an inch!

Sundivingdownloader

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Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
« Reply #110 on: December 21, 2021, 01:29:06 AM »

I think Far Sight and Sensor Booster should be mutually incompatible.
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
« Reply #111 on: December 21, 2021, 03:36:23 AM »

Good point, I made them at separate times and hadn't considered it. I'll add that as part of the next update.

hello7op

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Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
« Reply #112 on: December 24, 2021, 02:28:14 AM »

I have some problem with the vicious ship, its AI doesn't want to engage enemy even when putting aggressive officer, especially when battle with friendly orbital station it will always hide behind the station and do nothing, I did try to increase and decrease weapon range but it only work when I personally pilot the ship.

Also the engine light from the commanding ship is a bit bright, can you tone it down a little.

Overall, I like the faction ship, not too OP and usable. Cheers  :)
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
« Reply #113 on: December 24, 2021, 08:19:48 AM »

I have some problem with the vicious ship, its AI doesn't want to engage enemy even when putting aggressive officer, especially when battle with friendly orbital station it will always hide behind the station and do nothing, I did try to increase and decrease weapon range but it only work when I personally pilot the ship.

Also the engine light from the commanding ship is a bit bright, can you tone it down a little.

Overall, I like the faction ship, not too OP and usable. Cheers  :)

It has been my experience that when assisting a friendly battle station the game code has all slow large ships hide behind the station as a default. The only way I have been able to get them to engage was to set a rally point in front of the station and set them to go there or set an engage command on enemy ships beyond the station. I did look over the code for the Vicious and realized I had the speed and turn rate very low so I have increased those for the next update.

The commanding is set to use the engine graphic for midline ships which is brighter and cleaner than low tech engines but not as bright as high tech. I looked over the code and I do have those engine exhaust trails too extended so I shortened them for the next update which should help with your concern.

I think Far Sight and Sensor Booster should be mutually incompatible.

I started tinkering with the code but the more I thought about it I felt that taking away the choice for someone who would like to stack them sort of goes against the spirit of mod. It may be overpowered but it is a choice whether to spend your op on it. I do appreciate your comment but at this time I feel that leaving it as is more inclusive.

Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
« Reply #114 on: December 25, 2021, 08:26:20 AM »

V 1.2 released today -changelog has details, save game compatible

Mainly I did a pass on ship loadouts and setups. I made a few base changes but mostly changed the variant files that the game uses to spawn the ships, the template when you use the "standard" refit and the loadouts of the starting ships. I also added the changes I mentioned above regarding hello7op concerns.

Egren

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Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
« Reply #115 on: December 26, 2021, 08:47:02 AM »

While I do like the themes you're playing with in this mod, I feel it needs some serious balance passes. Admittedly; I've barely touched the mod, just now enabled it and started a Nexerelin run with JYD starter ships, but it stuck out to me very quickly.

One example: Asteroid Breaker (small ballistic PD) has higher dps and lower flux/s than the vanilla Heavy Machine Gun, and on top of that it is one size smaller. If you then add PD Pep hullmod to the ship, it turns into a Light Dual Autocannon with twice the dps for half the flux/s, roughly.

For the time being I'm leaving this mod out, but I'll be looking forward to revisiting it in the future. Best of luck to you.
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
« Reply #116 on: December 26, 2021, 10:01:54 AM »

While I do like the themes you're playing with in this mod, I feel it needs some serious balance passes. Admittedly; I've barely touched the mod, just now enabled it and started a Nexerelin run with JYD starter ships, but it stuck out to me very quickly.

One example: Asteroid Breaker (small ballistic PD) has higher dps and lower flux/s than the vanilla Heavy Machine Gun, and on top of that it is one size smaller. If you then add PD Pep hullmod to the ship, it turns into a Light Dual Autocannon with twice the dps for half the flux/s, roughly.

For the time being I'm leaving this mod out, but I'll be looking forward to revisiting it in the future. Best of luck to you.
Well hello there, thank you for taking the time to share your opinion. If you will allow me, I will try to explain my reasoning. I made this mod to be played with NEX and tried my best to give it weaknesses and strengths based on other mods made for NEX. I do agree that Asteroid Breaker is overpowered compared to vanilla PD weapons. I did that in response to the overpowered missiles in other modders faction mods. JYD ships are slower than average and their major weakness is against long range attacks from fast ships. If you play JYD without NEX or other faction mods that are NEX balanced then I figured players could just not use them if they liked the ships or some other part of the mod.

I made that weapon as one of the first things when I designed the mod and perhaps I had over tuned AB more than intended as I made other aspects. I just did a re-work of the ships and rebalanced them. I will look over the weapons and wings as the next step with your concerns in mind.

General Bubbles

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Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
« Reply #117 on: January 03, 2022, 10:30:25 AM »

Allo! As of today (after Lunchtime, specifically) Every time I try to boot the game, I keep getting a CTD With this showing up.

It's been fine up until today, but JYD, for some reason, from now on, continually causes a CTD. I'm not good with this stuff, so I was wondering if any of you fine folks could help me fix/decipher this, because I really don't wanna stop using the mod, as it's a lot of fun.


Thanks for your time! 

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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
« Reply #118 on: January 03, 2022, 03:12:27 PM »

The line being referenced:    if (!haveNexerelin || SectorManager.getManager() is pretty much boiler plate for any faction mod that interacts with Nex. I have not adjusted that file in many updates and am unsure why my mod in particular is kicking up an error when I know of several faction mods that use the same method. I would suggest maybe downloading and reinstalling NEX as well as JYD as a first step and we'll go from there.

General Bubbles

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Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
« Reply #119 on: January 03, 2022, 05:42:29 PM »

The line being referenced:    if (!haveNexerelin || SectorManager.getManager() is pretty much boiler plate for any faction mod that interacts with Nex. I have not adjusted that file in many updates and am unsure why my mod in particular is kicking up an error when I know of several faction mods that use the same method. I would suggest maybe downloading and reinstalling NEX as well as JYD as a first step and we'll go from there.


Alrighty, friendo, I have replaced both, so far so good. I'll try again in the morning/lunchtime to see if it holds.
I'm not sure why it started doing it in the first place. Nothing changed, no new mods or alterations, it just stopped cooperating O_o
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