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

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Author Topic: [0.96a] Kyeltziv Technocracy [1.10.2]  (Read 124587 times)

WolfPriest

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #60 on: December 28, 2022, 10:13:32 AM »

I got that crash today as well.  In my case I joined a battle in progress with a friendly space station+ships against pirates.
Me, too, but here's the strange part.
I tried it a few times, it crashed every time.
But then, since it was 2 fleets, I tried figthing one before the "siege", and ti did not crash.
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Amazigh

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Re: [0.95.1a] Kyeltziv Technocracy [1.9]
« Reply #61 on: December 28, 2022, 03:54:42 PM »

Update 1.9

Station Tweaks, New Bounty, and fix for the Vassily (P) bug.

Save Compatible

Full Changelog:

Spoiler
1.9
- New Bounty
-- Khoronit - "Project Freefall"

- Station Tweaks
-- Main Modules
--- medium missile mounts changed to ballistic
--- small synergy mounts changed to missile
--- Core focus on ballistics, with notably reduced missile mounting ability
--- Gains a spotter drone shipsystem
-- Tip modules
--- One large missile mount downsized to a medium
--- Both medium ballistic turrets changed to missile type
--- Now explicitly designed as a missile support module
--- Gains a targeting drone shipsystem

- Fixed bug with Vassily (P) System
[close]

----

It's a pretty strange bug since it doesn't seem to have a consistent trigger so far. I've had it happen once, then once I tried the fight again it worked fine despite the same ship still being present. Isn't it just a variant of Coke Burn from DomHist too? Are there any reports of similar bugs for that mod, or any significant deviations from its script?
This system uses vanilla burn drive AI, and coke burn uses a custom AI, and i'm pretty sure the cause of this crash was some obscure and esoteric bug caused by the vanilla burn drive AI triggering before the ship is spawned ??? This patch should divert all of the script components that could cause issues (crashes) with the AI into a hidden hullmod, meaning i can keep using the nice vanilla AI.
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shoi

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Re: [0.95.1a] Kyeltziv Technocracy [1.9]
« Reply #62 on: February 11, 2023, 03:37:01 PM »

Got to run this fac for the first time recently. Great work all around!
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Jishin

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Re: [0.95.1a] Kyeltziv Technocracy [1.9]
« Reply #63 on: May 09, 2023, 09:58:23 AM »

I love the russian style you gave to the faction, just great. I look forward to the update and you add music and portraits at some point.
« Last Edit: May 09, 2023, 10:03:08 AM by Jishin »
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Amazigh

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[0.96a] Kyeltziv Technocracy [1.10]
« Reply #64 on: October 25, 2023, 01:49:57 PM »

Update 1.10

0.96 update patch (better late than never) also features a wide range of balance/mechanical tweaks, most notable of which being the change of some ships to no-longer feature a drone shipsystem.

Not Save Compatible (if you've been running a version number tweak of 1.9)

Full Changelog:

Spoiler
1.10
- Vassily
- Perun
-- Drones changed from Targeting to Piper

- Ilya
-- System Changed to Variable Weapon Booster

- Dazhbog
- Strekoza
-- System Changed to Variable Weapon Booster
-- Built-in fighter wing added

- Prochnyi
-- Assault Package now gives the platform 4 drones armed with Bellis SRMs, rather than 2 armed with Packet Ribaldequins

- Asteryx Fighter Drone
- Ilex Fighter Drone
- Cirsium Interceptor Drone
-- No longer modular, and are now built-in on specific ships

- Avtomat Drumfire Missile
-- Fixed issue with missile flaming out before entering final attack phase.

- Shock Culverin
-- Damage lowered from 65 to 60
-- EMP damage increased from 10 to 15
-- Flux cost reduced from 60 to 54
-- Arc chance raised from 5-30 to 10-30
-- Arc damage increased from 10/20 to 15/30

- Twin Shock Culverin
- Twin Fusion Buster
-- Removed

- Packet Ribaldequin
- Shock Cranequin
-- Reworked, now medium mount weapons.

- Shock Fougasse
-- Reworked, now an emp/disruption shotgun rather than an "assault" shotgun

- Light Killcloud Projector
-- changed from 30x 10 damage, to 15x 20 damage
-- spread pattern tweaked

- Heavy Killcloud Projector
-- changed from a mixed spread of projectiles, to instead fire 16x 50 damage proximity fused warheads
-- spread pattern tweaked

- Particle Discharger
-- Range increased from 350 to 400
-- Reload time reduced from 0.8s to 0.75s

- Heavy Particle Discharger
-- Range increased from 450 to 500
-- Per shot damage reduced from 35 to 30
-- Reload time reduced from 0.8s to 0.6s

- Smart Blaster
-- Range increased from 500 to 550

- Vedha Pulse Rocket Launcher (small)
-- Range reduced from 2500 to 2000

- Perennis Shock Missile Pod
-- Arc chance increased from 10-40% to 10-50%

- All Fusion weapons
-- OnHit effect changed from 100% chance of random bonus HE damage to random chance of flat bonus Energy damage.

- Assorted script reworks to make things "neater" on a code front

- Variants adjusted to match 0.96 hullmod costs / changed faction doctrines
[close]
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Helldiver

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Re: [0.96a] Kyeltziv Technocracy [1.10]
« Reply #65 on: October 26, 2023, 07:59:32 AM »

Good stuff. This is my favourite recent faction mod alongside Mags, I was scared not seeing any news for a while.
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Amazigh

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Re: [0.96a] Kyeltziv Technocracy [1.10.2]
« Reply #66 on: November 10, 2023, 04:35:47 PM »

Update 1.10.2

Save Compatible

1.10.1

-Added Version Checker Compatibility
-Added GraphicsLib material maps thanks to a mysterious donor
-Added GraphicsLib custom projectile/beam lights

1.10.2

-Linux Fix
« Last Edit: November 10, 2023, 06:40:09 PM by Amazigh »
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Popel

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Re: [0.96a] Kyeltziv Technocracy [1.10.2]
« Reply #67 on: November 20, 2023, 08:45:45 AM »

any plans to have cruiser or/and destroyer that is platform tender? xD
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