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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 986098 times)

Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC2)
« Reply #1260 on: December 09, 2018, 10:24:22 PM »

send the logs to you with Personal Messages, don't know that I am find the right place or not.
That should be a vanilla bug that already fixed in 0.9a-RC10. Please make sure you game is up-to-date.

and also want to make sure that the Grinder class with the price of 400K?

Got it, fired that guy who put the wrong price tag on it.

And got a new release that fix a potential CTD related to TheEND anyway.


Download Neutrino corp 1.85-RC3

RC3
------------------------------------------------
CONTENT CHANGES

- Add a jitter effect to launching ship while Phase Missile System active.

BALANCE CHANGES

- Phase Missile System
-> Missiles now exiting to normal space with a lower speed. So they will more easier to be dodged by small ships.

BUG FIX

- Fix a crash when TheEND got disabled or destroyed while launching or landing fighers.

- Fired the employee who mis-tagged Grinder class with a 400K price tag.

Spoiler
changelog since 1.85

KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.

RC3
------------------------------------------------
CONTENT CHANGES

- Add a jitter effect to launching ship while Phase Missile System active.

BALANCE CHANGES

- Phase Missile System
-> Missiles now exiting to normal space with a lower speed. So they will more easier to be dodged by small ships.

BUG FIX

- Fix a crash when TheEND got disabled or destroyed while launching or landing fighers.

- Fired the employee who mis-tagged Grinder class with a 400K price tag.

RC2
------------------------------------------------
BUG FIX

- Now Neutrino weapons now properly appear on market.

RC1
------------------------------------------------
CONTENT CHANGES

- Compatible with 0.9a

- New ship system, Missile TDS, for Banshee and Sledgehammer
-> An advanced missile trajectory control system that optimize missile trajectory and counter enemies countermeasures.
-> When active, increase missile max speed, maneuverability, and damage by 15%. Increase missile weapon rate of fire by 100%. Increase missile HP by 50%

- TheEND now features a phase fighter launching system.
-> Generation hard flux equate to 10% base flux capability when launching fighters while mothership is phasing.
-> More efficiently deploy and recover fighters somehow.

BALANCE CHANGES

- An overall balance check through all weapons, to make them works better on non-Neutrino ships.
-> Reduce flux cost and OP cost in general. In line with vanilla energy weapons.

- Magnetar Burster
-> Introduced clip mechanism. Hold 20 charges that could be fired at 333 dps, and reload a 4 charges clip per second with 100 sustained DPS.
-> Works as a PD weapon more effective.
-> Flux/damage reduse to 0.75, more flux efficacy.

- Heavy Pulsar Beam
-> Damage per shot reduced to 1000. Flux per shot reduced to 1400. Rate of fire increase to one shot for every three seconds.(20 rpm)
-> In line with Plasma Cannon change for 0.9a.

- Particle Cannon Array
-> Rework clip mechanism. Hold 16 charges that could be fired at 1293 dps, and reload a 8 charges clip per second with 222 sustained DPS.
-> OP increase to 25

- Misery
-> Flux per shot reduce to 60(-7.5)
-> Range reduce to 700 (-50)

- Bane
-> Flux per shot reduce to 75(-25)
-> Range reduce to 800 (-50)

- Unstable Photon Cannon
-> Max charge reduce to 4(-2)
-> Max range reduce to 900(-500)
 
- Photon Cannon
-> Range increase to 900
-> Damage type change into HE.

- Antiproton Beam
-> Now sustained fire 5 beam with 200 DPS in total. Generate 100 flux per second.

- Neutron Pulse Cannon
-> OP reduce to 12(-1)
-> Range increase to 900(+50)

- Triple Neutron Pulse Cannon
-> OP reduce to 12(-2)
-> Flux per shot reduce to 200(-45).

- Heavy Neutron Pulse Cannon
-> OP reduce to 14(-1)
-> Flux per shot increase to 1170(+95)
-> Max charge reduce to 2(-6)

- Neutron Pulse Battery
-> OP reduce to 25(-1)
-> Range increase to 1000(+100)
-> Flux per shot increase to 525(+100)
-> Damage increase to 350

- Dual Giga Pulse Laser
-> DPS reduced to 400(-100)

- Neutron Lance
-> Flux cost reduced to a 1.5 flux/damage rate.

- Phased Array Cannon
-> Flux cost reduced to a 1.5 flux/damage rate.

- Removed Phased Array Cannon ship-borne version
-> Maybe we could see it on battle stations another day.

- Removed Silver Lance
-> Anyway, this weapon was tend to be used for debuging Fake Beam. And it cause too many bugs in 0.9a now.

- Dual Adv. P. Torpedo
-> OP reduce to 10(-2)

- Pile-Driver
-> OP increase to 30
-> Max cargo reduce to 250, max full increase to 120
-> No Civilian-grade Hull. The point is, you can put Expanded Cargo Holds for it to reach a better then vanilla cargo efficacy, but that will cost one logistics hullmod slot.

- Sledgehammer
-> Now built-in with ECM Package and ECCM Package instead of Expanded Missile Racks.

- TheEND
-> Peak timer reduce to 360.

- Maul
-> Large energy turret firing arc reduce to 120 degree.

- Banshee
-> OP increase to 270
-> Change one of the mediun energy slot into synergy

- Nausicaa
-> Max burn increase to 7
-> cargo capability reduse to 4000, with same reason as Pile-Driver

- Polyphase Amplifier
-> Now got a shor time engine hyper boost while the system change up, to kick ship forward.

- Phase Missile System
-> Now can use while phasing.
-> Flux cost change to 20% hard flux of base capacity?
-> Missile loose homing ability after they retrun to normal space.

- Siege Mode
-> No longer increase weapon damage.
-> No longer reduce firing rate.
-> Reduce 20% weapon flux cost instead. 

- Neutronium Plating
-> No longer overload ship while collapsing.
-> Power Armor strength reduced.
-> Armor regenerate rate reduced.

- Neutrino Omega Upgrade reworked
-> A high-end upgrade reserved for Neutrino operatives and corporate interests. Design for ships that been deployed to decisive battles.
   Advance target analysis system increase 10% damage done to capital ships or stations,  and 5% damage done to cruisers.
   Also increases armor by 50/100/150/200 depend on hull size.
-> OP request reduce to 6/10/15/20
-> No longer incompatible with ITU and DTC.

- Schwarzgeist
-> Removed Sapper SRM Pack.
-> Photon Torpedo Launcher (Precharged) now hold 5 shots.

- Drache
-> Graviton Inversion Device damage reduced to 1500 KE, with 500 EMP, hold 3 shots per run.
-> Graviton Inversion Device now have a time bomb style fuse. Will detonate only at 4 seconds after fired.
-> Graviton Inversion Device now have a 200 SU AOE, with a suck gravitational pull effect.
-> Drache will try to use decoys.

- Floh
-> DPS limited to 100.

- Gepard Eins
-> Now armed with an Ion Cannon instead of Pulse Beam Gun
-> HP and armor redused.
-> Sustained DPS was limited to around 75.

- Gepard Drei
-> Reduced to 3 figher per wing. OP reduced to 18
-> Being conversed into a unmaned drone.
-> Sustained DPS was limited to around 100.

- And a lot of minor changes I missed.
   
changelog since 1.84


RC3
------------------------------------------------
CONTENT CHANGES

-A new ship system AI for Siege mode. That should make AI take advantage from range boost.

-Siege Fusor now fires a really shiny shot.

-Photon Torpedos now have a trail VFX.

BALANCE CHANGES

-All ships got another shield HP check. Reduced cruiser shield HP and flux capacity.

-Dual Giga Pulse Laser
 -Increase burst damage to 1250(from 1000), burst flux cost reduse to 1000(from 1200)

-Disruptor
 -Damage type change into KINETIC
 -Rate of fire increase to one shot per second.

-Antiproton Beam
 -Now has an Ion Beam like on hit effect.

-DERP Launcher
 -Reload speed increase to one 3 shots clip per 9 second.
 -AOE reduced to 110.
 -Will no longer flight out of the range too much.

-Neutrino Sigma Upgrade
 -Shield arc increase to 60 degree.
 -Will leads to a small chance of weapon malfunction when combined with Safety Override.

-Neutrino Tau Upgrade
 -Reform from Auxiliary Broadside Shield, and no longer builtin in that two broadside ships.
 -An assault refitting set for close range assault.
  Increase shield arc to 300 but lock the shield into front facing position and increase 25% damage taken by sheild.
  Optimized engine management increase max speed by 15/15/10/10 and increase zero flux speed boost by 15/10/10/5.
  But increased engine output will interferes sensors and reduce 10% weapon range,

-TheEND
 -Regain the 4 front facing medium hiden slots but were builtin with Pulsed Beam Cannons
 -Assign as a combat carrier.
 -Phase ring no longer leads to an infinite phasing, but will results additional time dilute effect when flux goes high (depend on flux level, max to another 10x).

-Schwarm
 -The core drone now randomly switch with its child drone ones per 1.5 second.
  This will confuse PDAI a little and make Schwarms act more aggression and more like a swarm.
 -Max roamer range reduced to 2000.
 -Overall DPS reduce 33%.
 -FOR THE SWARM!

-Gepard
 -Add a Pulse Beam Gun.
 -Ship system change into Decoy Flare Launcher

-Schwarzgeist
 -Now have Decoy Flare Launcher

-Drache
 -Ship system change into Active Swarm Flares

-Floh and Moskito
 -Flux capacity reduced to 500.

-Banshee
 -OP increase 10 (to 270)
 -Max speed increase to 50

-Banshee Norn
 -Max speed increase to 50


BUG FIX

-Correct the Antiproton Beam targeting behavior.


RC2.2
------------------------------------------------
BALANCE CHANGES
- Antiphotons Beam
 ->Beam track behaviour charged. Should more likely to aim at different targets in arc.

-Gepard Eins
 ->Misery on it now have a clip mechanism so only hold 12 shots and reload at half of the firing rate.

-Schwarzgeist
 ->Fix that armor rating typo, they should have 150 armor instead of 200150.
 ->Photon Torpedo Launcher (Precharged) ammo reduced to 4 (from 5).
 ->Sapper SRM Pack ammo reduced to 6 (from 8).
 

RC2.1
------------------------------------------------
BUG FIX
- Fix up Nexerelin compatibility.

RC2
------------------------------------------------
CONTENT CHANGES
- Compatible update with 0.8.1a (OK, in fact I done nothing but the compatible checks).


BALANCE CHANGES
- Most fighters' HP reduced. But I change those too many times so can't remember what have done now...

- Banshee and Banshee Norn speed increase to 50 su

- Jackhammer, Hildolfr, and Mammut speed increase to 30 su

- Miter
 ->PPT reduced to 360 sec(from 420)
 ->Armor reduced to 500 (from 600)
 ->Speed increase to 35

- Pile-Driver(C) remove the built-in Drohne wing and a flight deck.

- Reaction Control System
 ->Have 4 changes max.(was 8)
 ->Regenerate 1 change every 4 seconds (was 1 every 3 sec)
 ->Moving behavior changed. Have a much greater acceleration but will loose acceleration after 0.1 sec.
 ->Max speed bonus now is 600% max speed.(was flat 400su)

- Misery and Bane will target missiles while there is not enemy ships in range (like the Devastator Cannon)

- Floh now have fighter role that will make it more aggressive.

BUG FIX
 -Fix some potential ID miss match issue that may cause CTD occasional.
 -Fix the CTD related to Mammut by cover the shield into module.

RC1
------------------------------------------------
CONTENT CHANGES
- Compatible update with 0.8a

- New destroyer, Miter class. An unshield fast destroyer design for pursue.
 ->Have 1 large enery hardpoint, 2 medium energy hardpoints, 1 medium energy turret and 2 small enery turrets.
 ->Armer with Reaction Control System.

- Banshee's broadside small synergy hidden slots removed.
- Hildolfr's slot count reduced to 2/6/8(L/M/S)
- Unsung's hideout now procedural generate.
- Corona Australis move to -15200, -3400.
- Colossus ranamed as Mammut

BALANCE CHANGES
- All ships fuel usage and capability rebalanced.
 ->Neutrino ship cost more fuels then vanilla ship in general.

- All ships op count rebalanced to meet the vanilla charge.
 -More inline with vanilla ships.

-Some burn speed change in line of vanilla.
 ->Banshee and Banshee Norn now burn 8.
 ->Jackhammer and Hildolfr now burn 7.
 ->Nausicaa and Mammut now burn 6.
 -Singularity and Criticality now burn 10.

- Antiphotons Beam
 ->Turn rate increase to 30
 ->Now fire a shorter 400 damage burst.

-Heavy Pulsar Beam
 ->Fire rate reduced, DPS reduce to 350

-Bane
 ->DPH reduce to 75

-Advance Photon Torpedo
 ->Sub warhead speed increase.

-Javelin Torpedo
 ->Max speed increase to 350. Maneuverability reduced.

-Fighter wings rebalance
 -> Drache wing now have one bomber per wing. Gepard how have 2 fighters wing and 4 fighers wing. Floh now one corvette per wing.
 -> Schwarzgeist now carrying 5 shots of Photon Torpedo and 8 shots of Sapper SRM.
 -> Drache's Graviton Inversion Device damage reduced to 5000.

-Banshee
 -> Own a figher bay.
 -> Ship system replaced by Missile Autoforge

-Hildolfr
 -> Ship system replaced by Reserve Deployment

-Pile-Driver(C)
 -> Now have 2+1 figher bays, with a Drohne wing built-in.
 -> Ship system replaced by Targeting Feed

-Pile-Driver
 ->Now have one figher bay, with a Drohne wing built-in.
 ->Ship system replaced by Active Swarmer Flares

 
- And maybe something I can not remembered.
[close]
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A not-so-noob functional geneticist
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Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

GuiltyNight

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC2)
« Reply #1261 on: December 09, 2018, 10:43:21 PM »

sorry for the bother, didn't notice that the game is already update to the RC10.
and good to hear the Grinder back to normal price, I even buy one with 400K price in my early game, this is a very good ship to use. :)
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Drglord

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1262 on: December 11, 2018, 02:12:46 PM »

Neutrino BABY they are back... Thanks.
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Hazard

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1263 on: December 12, 2018, 12:29:20 PM »

Just the Unsung alone makes Neutrino a must-have faction. Great job!
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Troika

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1264 on: December 14, 2018, 09:58:45 PM »

This could use a BP package that contains some of the more advanced ships and weapons in addition to the basic one, as they rarely appear in research bases or ruins.
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Regularity

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1265 on: December 18, 2018, 10:08:14 AM »

A few recommendations for the Miter high-speed destroyer:

1) The AI seems to spam the RCS ability in rapid succession (even when not actually dodging fire), generally wasting its speed potential. As opposed to the more optimal strategy of waiting a second and riding the inertial speed before the ship starts slowing down before firing another burst. I'd look into a higher base speed and lower RCS burst rate to give it a more consistent speed.

2) The ship seems to get stopped dead by even the cheapest ships using anti-engine EMP missiles; due to having no shields, negligible point defense, and the inability to turn fast enough to face incoming missiles at a reasonable rate. It's frustrating to have ships consistently stopped dead for 5 seconds at a time, over and over, to the point it makes me want to stop using the ship. I'd recommend you look at giving it either EMP resistance or better point defense coverage to counter engine-kill missiles.
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cjuicy

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1266 on: December 18, 2018, 10:41:05 AM »

A few recommendations for the Miter high-speed destroyer:

1) The AI seems to spam the RCS ability in rapid succession (even when not actually dodging fire), generally wasting its speed potential. As opposed to the more optimal strategy of waiting a second and riding the inertial speed before the ship starts slowing down before firing another burst. I'd look into a higher base speed and lower RCS burst rate to give it a more consistent speed.

2) The ship seems to get stopped dead by even the cheapest ships using anti-engine EMP missiles; due to having no shields, negligible point defense, and the inability to turn fast enough to face incoming missiles at a reasonable rate. It's frustrating to have ships consistently stopped dead for 5 seconds at a time, over and over, to the point it makes me want to stop using the ship. I'd recommend you look at giving it either EMP resistance or better point defense coverage to counter engine-kill missiles.
I second this. I love the Miter to bits but I've lost a fair share of them to Salamanders and EMP getting them caught in a crossfire. EMP resistance would be good, and perhaps increasing the number of charges to help the AI.
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Kulverstukass

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1267 on: December 19, 2018, 04:10:22 AM »

Am I keep getting those, or am I not?
Spoiler
Code
16255071 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:256)
at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.OoOO.o00000(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)
[close]
Quote
Neutrino_EveryFrameCombatPlugin
We don't do that here.jpg

debug info and modlist by ConsoleCommands
Spoiler
System info:
---------------
Game version: Starsector 0.9a-RC10
Platform: windows (64-bit)
Resolution: 1920x1080 (60hz, 32bpp, fullscreen)
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms1536m -Xmx1536m -Xss1024k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.

 Active mod list:
------------------
Regular mods (10):
 - Arsenal Expansion 1.5 by Inventor Raccoon
 - Dassault-Mikoyan Engineering 0.9.9b by Soren
 - Legacy of Arkgneisis v1.2.4 by Gwyvern
 - Neutrino Corporation 1.85-RC3 by Flashfrozen and Deathfly
 - Outer Rim Alliance 0.82 by Tartiflette
 - Rebalanced Pilums 1.3 by SafariJohn
 - Scy Nation 1.52 by Created by Tartiflette.
 - Ship/Weapon Pack 1.8.0 by DarkRevenant
 - SkilledUp 1.0 by bonomel
 - Weapon Arcs 1.1 by Archigo
Utility mods (10):
 - Autosave 1.1 by LazyWizard
 - Combat Chatter 1.9.2b by Histidine
 - Common Radar 2.5 by LazyWizard
 - Console Commands 3.0 by LazyWizard
 - LazyLib 2.4b by LazyWizard
 - Leading Pip 1.8.3 by DarkRevenant
 - MagicLib 0.22 by Modding Community
 - SpeedUp 0.5.1 by DarkRevenant
 - Version Checker 1.8b by LazyWizard
 - ZZ GraphicsLib 1.3.0 by DarkRevenant
[close]
Everything except Arsenal and Console up to date.
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Buckle up for broken english vocabulary, comrade!

Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1268 on: December 19, 2018, 05:52:55 AM »

@Kulverstukass

Not sure about this one. It seems like a Graviton Inversion Device is trying to pull a CombatEntityAPI that have a null location, which should not happening.

But anyway, I will add a null check for this. And thanks for the report.
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Nezz

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1269 on: December 21, 2018, 04:46:13 PM »

I can confirm Kulverstukass's crash. It seems to occur with High Tech Star Fortresses.
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Hazard

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1270 on: January 01, 2019, 08:22:00 AM »

The large energy turrets on the Banshee should probably be swapped around: if both of these have a weapon, the one closer to the engine is rendered under the weapon on the front, and so the first slot's weapon looks like it passes through the second weapon, instead of over it, whenever both of them are pointing forward.

Edit: Is this actually possible to do? Just switching the turret IDs around doesn't help, so I suppose it's not as simple as that.
« Last Edit: January 01, 2019, 08:34:21 AM by Hazard »
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AsterPiano

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1271 on: January 02, 2019, 06:26:28 AM »

What happened to the Silver Lance and portable Phased Array Cannon? I still see them in the code, but commented out. Too unbalanced?
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King Alfonzo

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1272 on: January 03, 2019, 04:28:07 PM »

It has to do with scripting issues - the weapons are supposed to be able to go through shields and go through the target ship, damaging it all the way. However, the coding ended up being that damage applied to the hull as the projectile went through was applied per frame; if you had high fps, the weapons were overly powerful, while having lower fps would give much lower damage. Until a better solution is found these weapons won't be implemented in the game.

At least I THINK that's what went wrong.

fatrat

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1273 on: January 04, 2019, 03:07:23 PM »

It has to do with scripting issues - the weapons are supposed to be able to go through shields and go through the target ship, damaging it all the way. However, the coding ended up being that damage applied to the hull as the projectile went through was applied per frame; if you had high fps, the weapons were overly powerful, while having lower fps would give much lower damage. Until a better solution is found these weapons won't be implemented in the game.

At least I THINK that's what went wrong.


That sucks, they looked really fun when i saw them on older YouTube videos. Hope there's some work around.
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Surge

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1274 on: January 09, 2019, 08:46:14 PM »

Not a crash but a rather glaring bug all the same, the Aegis drones don't have any AI suddenly. In testing with a Nausicaa when launched the Aegis drones will not respond to anything be it getting too far away from the parent ship, the appearance of enemies, or imminent destruction. They just drift in whatever direction they were launched indefinitely.
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