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Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24  (Read 189545 times)

Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
« Reply #120 on: January 03, 2022, 06:47:49 PM »

Sometimes files become corrupted, good to hear it worked. I figured that a fresh install would be the best step that would also allow you to continue your game.

Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
« Reply #121 on: January 17, 2022, 12:02:23 PM »

v1.3 released today - Many changes and updates, please see changelog on OP or in the RAR file for details before installing. Also updated the associated pictures on the OP to reflect the changed assets.

-Save game compatible (I tested it with a 1.2 save with no obvious issues) but some changes may need a new game start to take effect

As a side note I have been granted access to post updates on the unofficial discord so you can grab it there as well

I took to heart several quality issues that were brought to my attention either here or in discord comments. I am just a guy with no previous coding or spriting skills trying to bring to the game what I though was a hole that needed filling. I learned a lot along the way and did my best to address them and I am sure I have more to learn and adjust. I hope players enjoy the 1.3 changes.

Tipnick

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Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
« Reply #122 on: January 17, 2022, 02:36:42 PM »

Hi Dazs,
Great mod.
Just one thing, put version number on zip file, so we don't overwrite older versions. Just in case.
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
« Reply #124 on: January 17, 2022, 03:31:35 PM »

Hi Dazs,
Great mod.
Just one thing, put version number on zip file, so we don't overwrite older versions. Just in case.

Good point, I'll start doing that. It's why I put the date in the title but every bit helps.

I don't say this as an insult, but the dog puns are by far the best part of this mod :P

No insult taken. I know I'm not on your level, big fan of your mods. I have puns and references all over the mod, I am happy someone likes it :)

Screech9791

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Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
« Reply #125 on: January 20, 2022, 05:50:29 PM »

I am unsure if this is intentional but asteroid breaker turrets have very high anti-shield DPS for their OP cost. If you mount 2 of them on an Adorable (which has an ability that doubles ballistic weapon fire rate), you get 1428 DPS against shields, and 2856 DPS if you also turn on the ammo feeder. If you mounted a third asteroid breaker on the Adorable's composite hardpoint, then you get an even higher 4284 DPS against shields. Did I mention that Safety Overrides can add even more fun?
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
« Reply #126 on: January 20, 2022, 07:41:46 PM »

 
I am unsure if this is intentional but asteroid breaker turrets have very high anti-shield DPS for their OP cost. If you mount 2 of them on an Adorable (which has an ability that doubles ballistic weapon fire rate), you get 1428 DPS against shields, and 2856 DPS if you also turn on the ammo feeder. If you mounted a third asteroid breaker on the Adorable's composite hardpoint, then you get an even higher 4284 DPS against shields. Did I mention that Safety Overrides can add even more fun?


I read some comments on discord regarding that so in the last patch I changed their damage type from Kinetic which is 200% vs shield 100% vs armor to Fragmentation which is 25% vs shield and armor. Compared to the vanilla Vulcan which is the closest base weapon, It has its advantages but also it's drawbacks. AB costs 1 more OP, has a 143 lower dps, costs 37 more flux per second and has a higher refire delay. The plus side is it has a longer range and better accuracy.

     

I am new to coding and maybe I am missing something. I admit I've made mistakes with weapons, heck I accidently made a typo on a Hiver weapon that made it do 3000 dps instead of 300 lol.

Before I go on a deeper dive, I have to ask if your numbers posted were before I nerfed AP to its current state posted above? And if not what are your numbers using a Vulcan with the same buffs in your post.

I truly appreciate you bringing it to my attention and apologize for giving you homework as a response :)

Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.4 - 01/22/22
« Reply #127 on: January 22, 2022, 01:21:32 PM »

v 1.04 released today - Save Game Compatible

Made several adjustments and added 2 new ships. - Details in the changelog and posted on the OP

Added the new ships to their respective size OP images (frigate, cruiser)

Slight change to the OP layout to now show the current changelog w/out having to click on the spoiler tab and put the old changelogs under spoiler tags because well it's been a long journey :)

A special thank you to Tipnick this time around for their idea to put version numbers on RAR. I also put them on the mod tab, you'll see when you unzip it just make sure to delete the old tab because this one will not overwrite as it is a different name. Though I do recommend in general you delete old versions before updating but I don't judge. :)

A note to people who use the mod. JYD comes with some pirate ships as part of the bounty system. I am tinkering with the idea of taking those and adding some more and making a pirate faction. It is already coded in JYD lore that JYD HATES pirates and I thought it may be fun to have a counter faction. IDK, I started kitbashing some sprites from spiral arms 2 and the discord server Spaceport Corvus #spiraled-arms. The work in progress images are in the mod under graphics/ships/pirates along with the HVB pirate images if you want to take a peek. But before I spend too many hours deep diving I would like some opinions on the idea and whether I should even bother since there are already pirate themed factions and other than some vague ideas I don't have a scheme to make them stand out at this stage.

Either way I hope you enjoy the changes and I always welcome comments and suggestion. Many of the ideas in my mods come from player suggestions and I am all about collaboration.

Screech9791

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Re: [0.95.1a] Junk Yard Dogs - V 1.4 - 01/22/22
« Reply #128 on: January 22, 2022, 03:03:14 PM »

-snip-
Before I go on a deeper dive, I have to ask if your numbers posted were before I nerfed AP to its current state posted above? And if not what are your numbers using a Vulcan with the same buffs in your post.

I truly appreciate you bringing it to my attention and apologize for giving you homework as a response :)
This was before the AB dealt frag damage.

Also, for the pirate faction, name their ships after cats, with the capitals being named after big cats.
« Last Edit: January 22, 2022, 03:05:26 PM by Screech9791 »
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.4 - 01/22/22
« Reply #129 on: January 22, 2022, 06:35:37 PM »

-snip-
Before I go on a deeper dive, I have to ask if your numbers posted were before I nerfed AP to its current state posted above? And if not what are your numbers using a Vulcan with the same buffs in your post.

I truly appreciate you bringing it to my attention and apologize for giving you homework as a response :)
This was before the AB dealt frag damage.

Also, for the pirate faction, name their ships after cats, with the capitals being named after big cats.

Well that's a relief thank you for replying. I've tinkered with that PD several times trying to get it correct to vision lol.

Well as to your cat themed faction idea, Felis is Latin for cat and is an actual star. As to a faction name, star wolves 3 (another game I enjoy) has a Wild Cats pirate faction but I think that may be too on the nose :) Now on to ship names, I went with a dog breed naming convention with these guys on my initial release but it was rightfully pointed out to me that every name I used had already been used (which is why they are all named after good doggo traits). That being said I can think of several cat named ships in SS so if I were to go the feline theme route that may take some research.

I appreciate your suggestion and it has merit but that still leaves what lacking aspect of the game could they fill. I made all three of my mods because I felt there was a hole in the game I could fill so to speak. What do pirates need in star sector that the game or other mods do not already provide? I like it, just needs some fleshing out.

Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.45 - 01/23/22
« Reply #130 on: January 23, 2022, 04:51:26 PM »

v1.45 released today - Save game compatible however two changes require a new game - see changelog on OP or in the RAR for details before installing

I know I updated yesterday but this morning I saw some new comments on discord and I had a day off so I addressed them and fixed some other items that have been long term issues.

I made code mistakes, released blurry graphics and made over powered errors from when I first released the mod while new to Java and sprite design. I have done my best to address them and am sure there is a long journey to go.  If you have been turned off JYD by my past errors but are still interested, I just ask that you please look over the lengthy changelog since release for the numerous changes and balance passes I have made with the help of great beta testers and forum suggestions.

rawkhawklives

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Re: [0.95.1a] Junk Yard Dogs - V 1.45 - 01/23/22
« Reply #131 on: January 25, 2022, 04:32:17 PM »

The asteroid breaker nerf was long coming. It used to be I could make ships that function liked SO ships with no SO becasue of just how much kinetic power a small had for so little cost. Putting it on SO ships was mandatory. This was the best change you could've made imo.
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.45 - 01/23/22
« Reply #132 on: January 25, 2022, 05:47:08 PM »

Thank you for sticking with the mod as I learn and make it the way I wanted. I have no idea how many people play it other than myself and it is always nice treat to hear a kind word about it.

Argonautis

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Re: [0.95.1a] Junk Yard Dogs - V 1.45 - 01/23/22
« Reply #133 on: January 26, 2022, 11:12:15 AM »

I am having a problem when updating from 1.3 to 1.45
Game crashes upon loading and shows this (screenshot attached)

Just to be clear, am I deleting the old version and replacing it with the new one or copy the new version ontop of the old one?

[attachment deleted by admin]
« Last Edit: January 26, 2022, 11:14:41 AM by Argonautis »
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Dazs

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Re: [0.95.1a] Junk Yard Dogs - V 1.45 - 01/23/22
« Reply #134 on: January 26, 2022, 03:35:00 PM »

In the middle of that in the changelog between those versions I had changed the Industrious. As a general rule, yes you should delete old versions of mods before installing new ones. The problem with overwriting is that if a mod author deleted a file it will stick around and cause problems. If you want to continue your 1.3 save then keep the old version until you are done with it then delete the 1.3 folder and install the 1.45 one and start a new game.

If it still causes issues I will do my best to help you hunt down the problem just let me know.
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