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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: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986205 times)

ciago92

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Re: Neutrino Corp. (v. 1.7)
« Reply #420 on: September 14, 2013, 03:20:36 PM »

I just bought the swarm wing and it's stuck at zero CR. I'm assuming this is from the 0 crew so I went and changed (all three?) to needing 1 crew. However, now whenever I attempt to view my fleet it locks up. I can fly around in campaign mode fine. I haven't tried combat yet, I will go give that a shot

as soon as I selected the swarm wing it froze so I still don't have any crash logs :-\
« Last Edit: September 14, 2013, 03:29:01 PM by ciago92 »
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FlashFrozen

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Re: Neutrino Corp. (v. 1.7)
« Reply #421 on: September 14, 2013, 03:32:48 PM »

Testing again now, I think i've just encountered it myself, but I have absolutely no idea what would be causing it,
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ciago92

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Re: Neutrino Corp. (v. 1.7)
« Reply #422 on: September 14, 2013, 04:08:09 PM »

I changed the requirements to 6/0/0 for the swarm/2/3 in case the 2 and 3 were the deployed stuff from the system or something and it registered the crew change cuz it said I didn't have enough but it still froze. changing it back to 0/0/0 made it work fine. and it's not changing data in between saving and loading cuz I boosted my gemini's speed just fine
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FlashFrozen

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Re: Neutrino Corp. (v. 1.7)
« Reply #423 on: September 14, 2013, 04:22:54 PM »

The reason the bug came up was because of the crew requirements making 0 crew ships having 0 combat readiness, but now that i set them from 0 min, 0 max to 1 min 1 max it causes a bug which I don't get.. lol made a post about it in support so i'll see how that goes, but for now I'll just set fighters and things to 0 crew and leave frigates to 1 crew.
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DeathRay

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Re: Neutrino Corp. (v. 1.7)
« Reply #424 on: September 14, 2013, 04:29:33 PM »

A little balancing problem i just noticed:
TheEND-class has 4 flight decks. That mixed with its ability to stay infinitly cloaked makes it the perfect carrier.
You can create every Fighter till they have no more CR, which can be over 20, without risking your carrier.

I really like it that way, but for ballancing there should be a little nerf to it somehow.
I suggest to decrease the amount of Decks to two or even one.
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ciago92

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Re: Neutrino Corp. (v. 1.7)
« Reply #425 on: September 14, 2013, 04:45:37 PM »

also TheEND can service ships while cloaked....idk if that makes sense
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DeathRay

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Re: Neutrino Corp. (v. 1.7)
« Reply #426 on: September 14, 2013, 04:56:04 PM »

Speaking of cloaking, are there any plans to make phase rockets useable while beeing cloaked?
Just wondering because I often think its kinda silly to decloak my ship to use cloaked rockets...
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FlashFrozen

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Re: Neutrino Corp. (v. 1.7)
« Reply #427 on: September 14, 2013, 05:02:09 PM »

with CR changes i've decided to make it only have 2 decks, but I don't see anyone of making phase missiles, since the use of phase disallows firing of weapons and I can't get around that to only allow missiles.
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DeathRay

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Re: Neutrino Corp. (v. 1.7)
« Reply #428 on: September 14, 2013, 05:09:11 PM »

Maybe it could be possible by making an exception for a ship system?
More or less wild guessing from me, I have near to 0 Experience with coding.

By the way, a little offtopic:
Why do many of your ships have german names?
Just me beeing curious.
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FlashFrozen

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Re: Neutrino Corp. (v. 1.7)
« Reply #429 on: September 14, 2013, 05:14:09 PM »

I tried making an exception but it seems like that the system is hardcoded and can't be bypassed without making everything bypass it.

Hehe, I guess I just wanted a different naming scheme for fighters, and I know an older game used german names for earth bound forces while greek for space bound.

That and they sound and look cool :P
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DeathRay

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Re: Neutrino Corp. (v. 1.7)
« Reply #430 on: September 14, 2013, 05:21:37 PM »

Kinda interesting.
Though I normaly think that english names sound better.
But thats properly only because I am german.^^
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SpaceRiceBowl

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Re: Neutrino Corp. (v. 1.7)
« Reply #431 on: September 15, 2013, 11:08:58 AM »

I keep on crashing when ever i click on the Buy Ships tab.
I only get this when Neutrino Corp is running
:/
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FlashFrozen

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Re: Neutrino Corp. (v. 1.7)
« Reply #432 on: September 15, 2013, 12:04:16 PM »

I keep on crashing when ever i click on the Buy Ships tab.
I only get this when Neutrino Corp is running
:/

Mind if I ask if this is with the 1.7 workaround or 1.7?
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SpaceRiceBowl

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Re: Neutrino Corp. (v. 1.7)
« Reply #433 on: September 15, 2013, 12:26:42 PM »

Its the workaround
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FlashFrozen

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Re: Neutrino Corp. (v. 1.7)
« Reply #434 on: September 15, 2013, 01:10:16 PM »

Mmm I'm trying to replicate, but I can't. Any other mods going on at the same time? what kind of error does it give? a starfarer error or a Java SE kind of error?
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