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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986169 times)

AxleMC131

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1320 on: November 15, 2019, 09:25:01 PM »

Thank you, i am both dumb and blind apparently

Nah, everyone gets caught out by it.  ;)
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Nick XR

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1321 on: November 15, 2019, 09:27:33 PM »

So I've gone and touched up all the weapon/ship hover and codex descriptions as well as some faction dialogue and planet descriptions to remove typos, fix some broken English and add a bit more flow to the sentences by changing their structure when needed.

This is mainly for personal use but after spending hours on it I thought there's no harm in sharing it. And I encourage FlashFrozen to apply any of the changes he likes to the actual mod, my attempt has been to merely fix the writing, not change it to be something else entirely.

https://drive.google.com/open?id=14ISGJwxEma4QgRel67BOMnigBHbYrrwu

EDIT: Oh and this is v.1.0, let me know if there are any old (or new) typos or other oddities that I missed.
EDIT 2: Still a bit of a mess and found a bunch of things that need further rewriting, may or may not get around to it depending on my mood.

If you know how, you should create PR into the Deathfly's repo:  https://bitbucket.org/Deathfly/neutrino-corp

Florian

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1322 on: November 18, 2019, 05:11:46 AM »

The ships are beautyful (IMHO), however i uninstalled this mod for some  reasons:

- the background image of the neutrino system has a lot of details. The system itself is full of asteroids. I'm almost epileptic because of that (almost)  :D
- some sound effects are terrible. The PD red laser for example sounds like a BIOS error. Some sounds are too loud and don't bled well.
- some weapon effects are meh. They also don't blend well with the game.
- the fleet feels very weak. They also are easy to beat when they are on the ennemy side. Don't know why...

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NorthernWatch

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1323 on: December 07, 2019, 08:56:49 PM »

The Banshee Norm needs some fixing

It has MAJOR tendency of barraging me with its missiles or even shredding me with its shields or hull from the rear
many times theres nothing in space and it just fires its missiles out there and I happened to be in its range
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Bast

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1324 on: December 24, 2019, 10:19:13 PM »

Hope the mod doesn't die, love the ship designs and theme of the fleets.
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Bast

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1325 on: December 26, 2019, 11:39:27 AM »

The ships are beautyful (IMHO), however i uninstalled this mod for some  reasons:

- the background image of the neutrino system has a lot of details. The system itself is full of asteroids. I'm almost epileptic because of that (almost)  :D
- some sound effects are terrible. The PD red laser for example sounds like a BIOS error. Some sounds are too loud and don't bled well.
- some weapon effects are meh. They also don't blend well with the game.
- the fleet feels very weak. They also are easy to beat when they are on the ennemy side. Don't know why...

the fleets don't feel weak to me but balanced, use the right ways and try to be a little carrier focused to help support your large ships. The fighters help keep the pressure down off your ships when they have such narrow shields. Mobility and range are your friend as they have good damage, just need to be able to hit the enemy more safely as they are flux heavy and need to disengage to lower it some.
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Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1326 on: January 25, 2020, 03:48:33 AM »

Long time no modding. But late is better then never I think?


Download Neutrino corp 1.86-RC1

1.86-RC1

Update for 0.9.1a!

Spoiler
changelog since 1.86

1.86-RC1

CONTENT CHANGES

- Rework implement method for Neutronium Plating VFX, so it will no longer remove all light effects from GraphicLib.

BALANCE CHANGES

- Adjusted hull price to conform the vanilla price change.

- Neutronium Plating
-> Increase max armor damage reduction beyond 100% while actived. To gain a better protection against low DPH fire.

- Vice
-> Shipsystem change into Siege Mode.

- Criticality
-> Reaction Control System change into a right-click system. With 0.5 second active during and 1 second cooldown.
-> Reaction Control System now provide "evade" effect that prevent ship hit by incoming fire while actived.
-> Shipsystem change into Quantum Disruptor.

- Miter
-> Reaction Control System change same as Criticality.
-> Shipsystem change into Interdictor Array.

- Jackhammer
-> Remove 4 hidden medium energy slots.
-> OP reduse from 350 to 320.

- Unsung
-> Remove all hidden weapon slots.
-> OP reduse to 450

- Antiproton Beam
-> Reduce EMP arc chance surely this time.
-> Increase armor piercing for individual beam by 5 times so the final weapon armor piercing capability match to the spec stat, to gain a reasonable anti-fighter capability.

- DERP Launcher
-> There was a bug that result the explosion AoE block out not only missiles, but also ballistic projectiles. Now with a newly added VFX, it become a feature.

- Phased Array Cannon
-> Reduce flux per shot from 18000 to 14400.
-> Now fire as a 5 beams array.
-> Extremely effective against armor. 25% of damage result hard flux on shield.

- Schwarzgeist
-> Swap Shield with Phase Clock.

- Drache
-> Swap Shield with Phase Clock.
-> Graviton Inversion Device now hold 5 x 1250 kinetic damage ordnances instead of 3 x 1500.
-> Shipsystem change into Phase Ordnance Deliver System. Enable deliver ordnances while phasing.

- Floh
-> Shipsystem change into Rotte Drone, release a pair of powerful attack drones.

- Gepard Eins and Gepard Drei
-> Shipsystem change into Rotte Drone, release a pair of powerful attack drones.
-> Add a new right-click system, Evasive Maneuver. A fighter version Reaction Control System.


KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.
[close]
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A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Thyrork

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1327 on: January 25, 2020, 07:11:40 AM »

Woooo!  ;D
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Bio engineering starship mods is extremely Safe. I did the math.

wizardcain

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1328 on: January 25, 2020, 07:29:41 AM »

the engine is broken :(

[attachment deleted by admin]
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wizardcain

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1329 on: January 25, 2020, 07:33:44 AM »

AntiProton Laser :o

[attachment deleted by admin]
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Lethice

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1330 on: January 25, 2020, 02:06:46 PM »

Is the update save compatible?
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KoolAidWizard

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1331 on: January 25, 2020, 03:31:55 PM »

After updating I am encountering a crash to desktop when pursuing the remaining support ships of an neutrino attack fleet (presumably there is an issue with one of the ships).  Crash occurs as soon as ships begin the combat phase (after deployment).  Attack ships do not seem to have this issue (combat proceeds as normal).

4991514 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.util.AdvForce.applyMomentum(AdvForce.java:29)
   at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:155)
   at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1332 on: January 25, 2020, 08:23:37 PM »

And here come the bug fix.


Download Neutrino corp 1.86-RC2

1.86-RC2

Fix some known bugs.

Spoiler
changelog since 1.86


1.86-RC2

CONTENT CHANGES

- Did I mentioned all photon weapons had a new photon-ish VFX? No?

BALANCE CHANGES

- Drache
-> Lower the OP cost to 25.

- Mammut
-> While actived, the Guardian Shield will push enemy ship out, or push Mammut back if it covered a station.

BUG FIX

- Fix a bug cause Mammut can not move.

- Fix a bug cause Antiproton Beam show under all ships. (Opps, test code leak.)

- Fix a potential NPE when Mammut shows in a battle while your ally engage it first.

1.86-RC1

CONTENT CHANGES

- Rework implement method for Neutronium Plating VFX, so it will no longer remove all light effects from GraphicLib.

BALANCE CHANGES

- Adjusted hull price to conform the vanilla price change.

- Neutronium Plating
-> Increase max armor damage reduction beyond 100% while actived. To gain a better protection against low DPH fire.

- Vice
-> Shipsystem change into Siege Mode.

- Criticality
-> Reaction Control System change into a right-click system. With 0.5 second active during and 1 second cooldown.
-> Reaction Control System now provide "evade" effect that prevent ship hit by incoming fire while actived.
-> Shipsystem change into Quantum Disruptor.

- Miter
-> Reaction Control System change same as Criticality.
-> Shipsystem change into Interdictor Array.

- Jackhammer
-> Remove 4 hidden medium energy slots.
-> OP reduse from 350 to 320.

- Unsung
-> Remove all hidden weapon slots.
-> OP reduse to 450

- Antiproton Beam
-> Reduce EMP arc chance surely this time.
-> Increase armor piercing for individual beam by 5 times so the final weapon armor piercing capability match to the spec stat, to gain a reasonable anti-fighter capability.

- DERP Launcher
-> There was a bug that result the explosion AoE block out not only missiles, but also ballistic projectiles. Now with a newly added VFX, it become a feature.

- Phased Array Cannon
-> Reduce flux per shot from 18000 to 14400.
-> Now fire as a 5 beams array.
-> Extremely effective against armor. 25% of damage result hard flux on shield.

- Schwarzgeist
-> Swap Shield with Phase Clock.

- Drache
-> Swap Shield with Phase Clock.
-> Graviton Inversion Device now hold 5 x 1250 kinetic damage ordnances instead of 3 x 1500.
-> Shipsystem change into Phase Ordnance Deliver System. Enable deliver ordnances while phasing.

- Floh
-> Shipsystem change into Rotte Drone, release a pair of powerful attack drones.

- Gepard Eins and Gepard Drei
-> Shipsystem change into Rotte Drone, release a pair of powerful attack drones.
-> Add a new right-click system, Evasive Maneuver. A fighter version Reaction Control System.


KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.
[close]
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

TimeDiver

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1333 on: January 26, 2020, 02:45:30 AM »

Bug/issue report for 1.86-RC2 (didn't get to test the following with 1.86-RC1):

Something about the Manmut's Guardian Shield now causes FPS to drop from ~60 FPS to <30 FPS after a minute or so of combat, followed by a further drop to ~15-20 FPS after the Guardian Shield collapses / the Manmut is disabled or destroyed.

Slowdown persists for the rest of the battle / simulation, regardless of the choice / number of opponents, fighter-spam being utilized or not. This eventually forces an 'End Simulation' or 'Exit Campaign' to get away from said slowdown.

Having said all of the above, my flagship is the Edengate from Tahlan Shipworks, which has a Temporal Shell-like shipsystem, but also includes a High Energy Focus (except applied to energy AND ballistic weapons) + boosts to mobility and flux venting (yeah, it's a salvaged endgame boss ship).

Addendum: Using the 'RemoveHulks' console command fixed the framerate issue, so I guess the (partially borked?) Guardian Shield script persists until the Manmut itself is removed from the battlespace?
« Last Edit: January 26, 2020, 03:55:10 PM by TimeDiver »
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zamingu

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1334 on: January 26, 2020, 08:41:35 AM »

Is it compatible with Nexerelin/Archean order? Breaks save?

Great job with ships designs, they look gorgeous.

Thx!
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