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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986274 times)

dis astranagant

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #975 on: December 18, 2015, 10:16:48 PM »

I don't know what enemy the Silver Lance is meant to fight but I think I'd rather try soloing a Templar Crusade than find out D:
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Deathfly

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #976 on: December 19, 2015, 01:09:09 AM »

Also, I found 3 Banshees in the Open Market of a Neutrino station in Nexerelin, which was pretty surprising.
Known bug, fixed.(Well, thought it was a special offer :) )

I don't know what enemy the Silver Lance is meant to fight but I think I'd rather try soloing a Templar Crusade than find out D:

err, you'd better not to do that. I think there is a bug that will cause a crash when Silver Lance hit Templar ship and fixed that in new DEV.
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A not-so-noob functional geneticist
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Taverius

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #977 on: December 23, 2015, 09:49:54 AM »

hmm, thanks for the report but I cann't get track on this one (yet). Could you please send me more details about it? (like you crash in middle of combat or not?)
I crashed when I tried to join a two sides battle, with Neutrino as the enemy. The crash happened before the battle started, preventing the switch from campaign map to combat.
I got that error too.

Not quite sure what caused it - was flying Neutrino myself and got 'surprised' by a pirate fleet 5 times my size, so I clicked escape in order to savescum :)
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Deathfly

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #978 on: December 24, 2015, 01:27:15 AM »

Ah, more bug fixed! With the new pricing, let's make the Neutrino Christmas sales begin!

(But anyway,  there is no Christmas vacation for Chinese, that mean no vacation for me T_T)

Change log in engrish :)
Spoiler
Code
RC4
------------------------------------------------
Fix a NPE cause by Silver Lance interact with Templar ships.
Adv.P.trop's payloads speed are no longer influenced by missile case's flight speed.
Neutrno open markets will no longer put some battleships on shelf. Instead, Criticality and Relativity are available on open market.
Some adjust for Neutronium Plating. Prevent a NPE(hopefully), make it supper hard while ship in full burn, and (hopefully) make them restrom to full strength when the bettal end.
Add Status display for Neutronium Plating (and debuff form Neutrino phase cloak).
Some minor adjust on pulsar weapon line, +10% ROF to small and middle one and make them shots look better.
Some adjust on Unsung. 4 front large universal slots change to hybird and make HERP into a single weapon with a new charge up VFX.
All Neutrno ships and weapons repricing to make them line up with vanilla.
[close]

https://www.mediafire.com/?maqs2hdlu8341gn
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Troika

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #979 on: December 24, 2015, 02:59:50 AM »

Does the Unsung, etc ever show up in random fleets? I rarely see Neutrino capital ships flying around.
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Deathfly

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #980 on: December 24, 2015, 03:28:26 AM »

Does the Unsung, etc ever show up in random fleets? I rarely see Neutrino capital ships flying around.

Unsung, Falken and rm -r * are not on the Neutrino catalog.
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Taverius

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #981 on: December 24, 2015, 03:46:32 AM »

Cool, an update.

So, which ships apart from the Unsung/Falken/rm -r * are not supposed to be aquired?

Pile Driver A? Gepard Sechs? PDA has no neutronium plating and Sechs costs less to maintain than Drei, so I assume they're not spawning atm?
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Deathfly

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #982 on: December 24, 2015, 04:38:13 AM »

Cool, an update.

So, which ships apart from the Unsung/Falken/rm -r * are not supposed to be aquired?

Pile Driver A? Gepard Sechs? PDA has no neutronium plating and Sechs costs less to maintain than Drei, so I assume they're not spawning atm?

Pile-Driver(A) is...literally every where. It have no neutronium plating because bala.... er, it remove the power armor generator for extra flux vents.
And Gepard Sechs is very very rare but it will sometime on sell.
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Troika

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #983 on: December 24, 2015, 06:46:16 AM »

I'm getting a crash on launch.

Fatal: Ship hull spec [neutrino_adventure] not found!
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Deathfly

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #984 on: December 24, 2015, 06:55:58 AM »

I'm getting a crash on launch.

Fatal: Ship hull spec [neutrino_adventure] not found!

Please do a clean install.
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A not-so-noob functional geneticist
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Taverius

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #985 on: December 24, 2015, 04:16:08 PM »

After some testing, the AI seems essentially incapable of using the Nirvash - due to the neutron lance, it always tries to face enemies head on and so never uses the broadside armaments.

Also, Advanced Photon Torps are worse if anything - they only do appreciable damage if they impact before the submunition deployement.
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Deathfly

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #986 on: December 24, 2015, 07:20:01 PM »

After some testing, the AI seems essentially incapable of using the Nirvash - due to the neutron lance, it always tries to face enemies head on and so never uses the broadside armaments.

Also, Advanced Photon Torps are worse if anything - they only do appreciable damage if they impact before the submunition deployement.

About Nirvash, they will use the broadside if it get close enough...well, at least form my observe. But for some reason they prefer to stay at max firing range so sometime don't act good.

And about Adv. P. Torp, it only do 375 damage if it impact before detonate but will do 350x1 + 50x4 + 20x10 = 750 damage in total (hmm? not 700? OK that's a small bug here -_-!) after detonate. Some how the main payload have some difficulty to hit frigates and some payloads may miss out the target, but considering they can bypass PD easily, I think it is fine.

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A not-so-noob functional geneticist
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Code and decode almost everythings with a genomics approach.
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Taverius

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #987 on: December 24, 2015, 11:06:12 PM »

It seems that the built-in has higher priority on the Nirvash, so it never really tries to broadside unless it finds itself in range of them. Well, aggressive officer makes it work, but only until it explodes. Try replacing the lance with a launcher, maybe that makes it work? I think it needs a weapon with the 'dont aim' hint to make the broadside AI work properly.

Pulsar Beams are in a pretty good place now, I think, except the flux use on the Large.

Misery/Bane also need a flux use reduction, since they have no burst to speak of. They have nearly the flux efficiency of a tachyon lance atm.

Neutron Pulses are still awkward. I really want to like them, but the projectile is too slow, the flux efficiency too bad and the dps just not worth it.

Disruptor/Antiproton/Darkmatter/etc all the rest looks fine atm. Will keep playing, I don't have the skills/ships to test out the top-end large weapons yet.
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Jayc

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #988 on: December 28, 2015, 08:57:46 PM »

Hi, Causality is lovely to pilot, feeling like an ace pilot. How can one get a Falken though? The OP stated tips for spawning it in the Exerelin mod, but I'm using StarSector+ instead.
(I tried console command: addship falken but it didn't work.)
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Midnight Kitsune

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« Reply #989 on: December 28, 2015, 09:10:03 PM »

Hi, Causality is lovely to pilot, feeling like an ace pilot. How can one get a Falken though? The OP stated tips for spawning it in the Exerelin mod, but I'm using StarSector+ instead.
(I tried console command: addship falken but it didn't work.)
That is because Neutrino, like most mods, has a prefix in front of all of the ship names that must be entered into the console in order for it to work. The proper command is: addship neutrino_falken
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