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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 804661 times)

TimeDiver

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1335 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 #1336 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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Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1337 on: January 27, 2020, 09:32:14 PM »

Errrr....more bugs FIXED!


Download Neutrino corp 1.86-RC3

1.86-RC3

Fix some known bugs.

Spoiler
changelog since 1.86

1.86-RC3

BUG FIX

- Fix a memory leak cause by Mammut.

- Fix a bug cause Nausicaa got stick on its drones.

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]
« Last Edit: January 27, 2020, 09:42:17 PM by Deathfly »
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Code and decode almost everythings with a genomics approach.
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TimeDiver

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1338 on: January 27, 2020, 11:17:57 PM »

New bug report for v1.85-RC3 (CTD upon attempting to spawn Neutrino ships in the simulator):
Code
5107321 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: neutrino_rotte]
java.lang.RuntimeException: neutrino_rotte]
at com.fs.starfarer.loading.specs.M.createSystemAI(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.<init>(Unknown Source)
at com.fs.starfarer.launcher.ModManager.pickShipAIPlugin(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.ooOO.ÒO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.ooOO.ÓO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.ooOO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(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)
Caused by: java.lang.RuntimeException: Problem loading class [data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI]
at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
at com.fs.starfarer.loading.specs.M.getAIScript(Unknown Source)
... 14 more
Caused by: java.lang.NullPointerException
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.<init>(Neutrino_FighterDroneSystemAI.java:25)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
... 16 more
Addendum: Replacing Neutrino_FighterDroneSystemAI.class from RC2's .jar file into RC3's and re-compressing it as a .zip file seems to work, for the short-term.
« Last Edit: January 27, 2020, 11:30:05 PM by TimeDiver »
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Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1339 on: January 27, 2020, 11:28:14 PM »

New bug report for v1.85-RC3 (CTD upon attempting to spawn Neutrino ships in the simulator):

Guy, you are quick. There was a silent fix after this release out to fix up this file impair issue. Please redownload the file. Sorry for the inconvenient.
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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.

TimeDiver

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1340 on: January 27, 2020, 11:35:17 PM »

Whoops. Guess I jumped the proverbial gun a bit; didn't even realize that the 'Date modified' field for RC3's .jar file was a half-hour newer than the one in my 'mods' folder.
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lechibang

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1341 on: January 27, 2020, 11:36:44 PM »

maintenance updates aside, is there any plans to update the ship sprites and/or weapons? they didn't age well in my opinion.
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Blue phoenix

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1342 on: February 02, 2020, 09:19:04 AM »

After having sunk more than a hundred hours of playtime into a campaign with this mod on, I haven't encountered any ship from this mod. I have although found a few fighters.
Don't know if it's RNG or a bug, just thought i'd report it.
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TimeDiver

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1343 on: February 02, 2020, 10:17:42 AM »

After having sunk more than a hundred hours of playtime into a campaign with this mod on, I haven't encountered any ship from this mod. I have although found a few fighters.
Don't know if it's RNG or a bug, just thought i'd report it.
You did start a new campaign, did you not? Unlike a Fallout or Elder Scrolls (Oblivion, Skyrim) game, most of the content has to be pre-generated, or else the most you'll see are weapons from the faction in question*.

* - When the game's variant randomizer throws in those weapons, or a random market spawns them in their inventory.
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Blue phoenix

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1344 on: February 02, 2020, 03:31:27 PM »

After having sunk more than a hundred hours of playtime into a campaign with this mod on, I haven't encountered any ship from this mod. I have although found a few fighters.
Don't know if it's RNG or a bug, just thought i'd report it.
You did start a new campaign, did you not? Unlike a Fallout or Elder Scrolls (Oblivion, Skyrim) game, most of the content has to be pre-generated, or else the most you'll see are weapons from the faction in question*.

* - When the game's variant randomizer throws in those weapons, or a random market spawns them in their inventory.
It's possible that I added this mod shortly after starting the campaign, thanks for the answer.
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Vind

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1345 on: February 12, 2020, 01:41:02 PM »

I was able to buy some fighter-class Pulsed Beam Guns from open Neutrino shop.
Not a big deal but they are worthless for ships with 8.15 DPS and refire delay of 40 seconds.
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hollow

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1346 on: February 24, 2020, 09:42:59 AM »

just wondering

is the adventure battleship in the mod??

I can't seem to find it
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Pandora

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1347 on: February 28, 2020, 07:09:49 AM »

I feel kind dumb about asking this, but if I add this to an already running campaign, I can't get any of the ships or anything here?

And by that I mean, can I find any blue prints or even produce the ships if I were to put this in a running campaign?
« Last Edit: February 28, 2020, 07:19:56 AM by Pandora »
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RoquetheRogue

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1348 on: February 28, 2020, 07:25:45 AM »

I feel kind dumb about asking this, but if I add this to an already running campaign, I can't get any of the ships or anything here?

And by that I mean, can I find any blue prints or even produce the ships if I were to put this in a running campaign?

No you wont, you need a fresh game for things to spawn, sorryt.
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Pandora

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1349 on: February 28, 2020, 07:40:58 AM »

OH! If I were to use new game plus with a new campaign. Would these ships appear on the new start? Or would using Newgame Plus conflict with it?
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