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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 986289 times)

ciago92

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Re: Neutrino Corp. (v. 1.7)
« Reply #435 on: September 15, 2013, 01:32:57 PM »

did you update for the hotfix? RC1 or RC4? I think there was something similar in RC1
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SpaceRiceBowl

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Re: Neutrino Corp. (v. 1.7)
« Reply #436 on: September 15, 2013, 01:37:31 PM »

hmm.. i think i still have RC1
gonna try and update
also i had the Kadur mod and Shadowyards running

edit: nope, i have RC4 running
« Last Edit: September 15, 2013, 01:41:31 PM by SpaceRiceBowl »
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I really don't know what I'm doing...

singlespace

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Re: Neutrino Corp. (v. 1.7)
« Reply #437 on: September 15, 2013, 09:00:53 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?
I can reproduce: buy a super bomber wing, depart the station, return, click on buy/sell ship.
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FlashFrozen

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Re: Neutrino Corp. (v. 1.7)
« Reply #438 on: September 15, 2013, 09:11:08 PM »

Are the fighters not-combat ready / 0 CR? :/
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singlespace

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Re: Neutrino Corp. (v. 1.7)
« Reply #439 on: September 16, 2013, 01:03:04 AM »

Actually, it crashes after I buy a super bomber then try to goto the fleet screen as well, so I can't check the CR after purchase either.
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BrickedKeyboard

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Re: Neutrino Corp. (v. 1.7)
« Reply #440 on: September 16, 2013, 08:57:39 AM »

Can't wait to try this mod in .6a (been hesitant due to all these reports of crashes).

I wonder how the supply costs and CR will be balanced.  Neutrino corp ships make the Tri-tachyon stuff feel low tech - does that mean that each ship will lose -100% CR per battle? :P

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theSONY

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Re: Neutrino Corp. (v. 1.7)
« Reply #441 on: September 16, 2013, 09:06:17 AM »

Are the fighters not-combat ready / 0 CR? :/
every fighter wings are not-combat ready, you can easly check that in simulation mode
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-the ABOMINATION - in progress

FlashFrozen

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Re: Neutrino Corp. (v. 1.7)
« Reply #442 on: September 16, 2013, 10:14:02 AM »

The workaround makes sure that only fighters are not combat ready, thereby avoiding the buy/sell bug.

But I don't see what could be making it crash since I've basically almost left the fighters untouched.
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Gabriel_Braun

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Re: Neutrino Corp. (v. 1.7)
« Reply #443 on: September 16, 2013, 01:09:08 PM »

I think the drone basis has to be looked at dude, it's not going to work with CR recovery/Logistics as it stands :(
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FlashFrozen

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Re: Neutrino Corp. (v. 1.7)
« Reply #444 on: September 17, 2013, 12:01:41 AM »

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singlespace

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Re: Neutrino Corp. (v. 1.7)
« Reply #445 on: September 17, 2013, 01:17:18 AM »

Fixed for me
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singlespace

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Re: Neutrino Corp. (v. 1.7)
« Reply #446 on: September 17, 2013, 02:01:03 AM »

Question: Are the super bombers supposed to deliver one shot then retreat from the battlefield via the landing on the carrier? The standard bombers and fighters will resupply then re-enter the fray, but it seems like the super bombers will just take a single shot and call it a day. Is this the correct behaviour?
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FlashFrozen

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Re: Neutrino Corp. (v. 1.7)
« Reply #447 on: September 17, 2013, 07:59:09 AM »

Err Edit

Not really, I'll take a look when I get back, but usually from 0.54.1a they would reload and go back out in another bombing run.
If you mean the bomber fires only once before returning to the carrier, yes. It only has a payload of one shot.


Now that I think about it, I might just alter the damage of it, into something even a fortress shield paragon won't protect against.
« Last Edit: September 17, 2013, 09:56:13 PM by FlashFrozen »
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Jazzrish

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Re: Neutrino Corp. (v. 1.7)
« Reply #448 on: September 17, 2013, 09:09:41 PM »

Question: Are the super bombers supposed to deliver one shot then retreat from the battlefield via the landing on the carrier? The standard bombers and fighters will resupply then re-enter the fray, but it seems like the super bombers will just take a single shot and call it a day. Is this the correct behaviour?

fighter replacement is highly rely on CR, use elite crew on them will make the difference.
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sorry for my english..

Silver Silence

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Re: Neutrino Corp. (v. 1.7)
« Reply #449 on: September 18, 2013, 06:51:56 AM »

Now that I think about it, I might just alter the damage of it, into something even a fortress shield paragon won't protect against.

*insert cheesy build that involves flying Vices into enemy ships to dump a graviton bomb in their face*
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