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Author Topic: [0.96a]Epta Consortium - 2.1.0 - NO LONGER IN DEVELOPMENT  (Read 201268 times)

Rav0n

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Re: [0.95.1a]Epta Consortium - 1.4.4
« Reply #60 on: June 25, 2022, 06:11:47 PM »

Heyo guys, hotfix from the hotifx is now released, the version 1.4.4 brings huge changes and not crashes anymore! Be aware that its only compatible with 1.4.2 saves!

- AI Integration now refunds AI cores when removed.
- AI integration calculations now work properly with skinshield math.
- Ship variants with integrated AI cores will now spawn.
- Laskaris flux efficiency nerfed to 1.1
- Epta ships and phase ships stats now applied properly when the Speed Up mod is used in combat ie. adjusted the recharge rate and active duration of some systems and the decay rate of Epta Shield engineering

- Fixed Meiyo's double spawn when a legacy save was loaded
- Fixed Shield Redirection Adaptation's reducing weapon to nerf
-Epta now compatible with Nex random mode, Meiyo will no longer spawn during random mod.
-Emergency fix to crash upon loading game. Very sorry for the inconvenience, changes to workflow have been made in response.
-Added new mission called "The Gift," which unlocks a powerful new supership.

- Nerfed Conflictor:
* Reduced speed to 195
* Increased DP to 15
* Composite large slot changed to Hybrid
* Hybrid small slots changed to Composite
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Rav0n

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Re: [0.95.1a]Epta Consortium - 1.4.5
« Reply #61 on: June 27, 2022, 04:25:31 PM »

Heyo heyo, another update from Epta, hope you enjoy!

-fixed quickstep drive fixing certain stats to specific values (this occurred due to a temporary workaround to a problem which we no longer have to deal with, therefore the workaround and its associated problem is gone)
-AI integration is now no longer Smoddable (you already shouldnt have been smodding it, but it came to my attention that hullforge sometimes does that anyways)
-Epta Shield Engineering has been buffed by 37.5%
-Epta Shield mastery has been buffed from 50% of engineering bonuses to 75% of engineering bonuses. Also increased its charge time and its active duration.
-fixed a bug with epta shield mastery where destroyers were receiving much smaller buffs than intended
(I opted not to display the buffs of shield mastery on the HUD since there were too many of them)
-nerfed arkhos burst delay from 0.08 to 0.1 and reduced its arc range from 1000 to 700
-ananke now uses an actual variant instead of my 3 minute hackjob
-Sever's Fusillade Burst system now has a shorter charge up time (from 1.5 to 1.0) and deals slighty higher damage per shot (from 0.33x to 0.44x). Additionally, small mounts will fire less and large mounts will fire more (relatively)
-fixed all remaining bugs concerning ai cores being refunded and taken
-increased active duration of quickstep drive
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dahis39

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #62 on: July 03, 2022, 01:41:34 AM »

Hi, I dig the music. I used the Takeshido's Odyssey for a bit but got confused by the speed/direction control. It's cool it has a rev bar. When I max out speed by pushing "W", I couldn't do a full speed left turn, meaning keep pushing both "W" & "L". The ship does turn its head but not the direction the ship is going. AI seems to be just fine using it though, and that's why I'm confused. Do you have any idea?
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Rav0n

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #63 on: July 05, 2022, 05:15:27 PM »

Hi, I dig the music. I used the Takeshido's Odyssey for a bit but got confused by the speed/direction control. It's cool it has a rev bar. When I max out speed by pushing "W", I couldn't do a full speed left turn, meaning keep pushing both "W" & "L". The ship does turn its head but not the direction the ship is going. AI seems to be just fine using it though, and that's why I'm confused. Do you have any idea?

Heyo, how are you? So, Takeshido ship handling has a bit of a learning curve to maximize their efficiency, one which the AI is already coded to be aware of, so don't worry if you mess up the first few times, just practice and you'll find yourself drifting around everything in style. Those ships have a peculiar driving, even I had some difficulties XD
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Re-Search-er

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #64 on: July 14, 2022, 11:53:22 PM »

I'm using the hullforge industry in industrial evolution to make a Champion-class cruiser (TT) from HMI that I cloned in the Ship deconstructor... IT makes a forge template with no issues.... But then I use it in the hullforge, and it makes ships with it and I go to take them out I get a null error with this in the log

 1229575 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at data.hullmods.seven_AIcoremod_alpha.advanceInCampaign(seven_AIcoremod_alpha.java:38)
    at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
    at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
    at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
    at com.fs.starfarer.coreui.X.õö0000(Unknown Source)
    at com.fs.starfarer.coreui.X.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
    at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
    at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
    at com.fs.starfarer.ui.V.o00000(Unknown Source)
    at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
Can anyone assist me with this?
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Rav0n

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #65 on: July 15, 2022, 11:37:01 AM »

I'm using the hullforge industry in industrial evolution to make a Champion-class cruiser (TT) from HMI that I cloned in the Ship deconstructor... IT makes a forge template with no issues.... But then I use it in the hullforge, and it makes ships with it and I go to take them out I get a null error with this in the log

 1229575 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at data.hullmods.seven_AIcoremod_alpha.advanceInCampaign(seven_AIcoremod_alpha.java:38)
    at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
    at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
    at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
    at com.fs.starfarer.coreui.X.õö0000(Unknown Source)
    at com.fs.starfarer.coreui.X.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
    at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
    at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
    at com.fs.starfarer.ui.V.o00000(Unknown Source)
    at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
Can anyone assist me with this?

Heyo, how are you? Well, the ai integrations check to see if the ship is in the player's fleet to see whether it should be giving or taking away an ai core from/to the player
which results in a npe if the ship that the integration is on has no fleet like in the cases of hullforges and agents procuring ships. By your report, we could check and fix for the next patch, thank you very much for your feedback! Despite that, how is going your epta experience?
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Re-Search-er

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #66 on: July 15, 2022, 05:23:33 PM »

Music's Nice, Binding an AIcore to a ship to get extra OP is nice... Ships are interesting. Just needs a dedicated survey salvage Gantry cruiser to aid in finding AI cores or say High Energy Focus Eagle for use as a crippler ship to use against Hegemony.... One whose job is not to kill, but to keep a capital busy and nonfunctional while you kill it's escorts.. Would be lore friendly for the Consortium to have ships dedicated to making Low Tech ships inert bricks.
« Last Edit: July 15, 2022, 05:28:07 PM by Re-Search-er »
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Rav0n

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #67 on: July 16, 2022, 01:35:41 PM »

Music's Nice, Binding an AIcore to a ship to get extra OP is nice... Ships are interesting. Just needs a dedicated survey salvage Gantry cruiser to aid in finding AI cores or say High Energy Focus Eagle for use as a crippler ship to use against Hegemony.... One whose job is not to kill, but to keep a capital busy and nonfunctional while you kill it's escorts.. Would be lore friendly for the Consortium to have ships dedicated to making Low Tech ships inert bricks.

Well, since low tech got a massive buff, doing that would cost balance lol, but I'll see what I can do for this, in a way that not breaks the game. As for the salvage gantry, its an interesting idea, after the 1.5.0, this will be a subject of addon.
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SomeKindOfLifeform

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #68 on: July 18, 2022, 09:03:22 PM »

I am not able to integrate anything higher than a Gamma Core AI on my ship. I am using an Aeolus Class Battleship, and have all 3 kinds of AI cores in my inventory. When I hover over them, the Beta level AI hullmod is greyed out and says "This ship requires a more powerful core to run its systems." The Alpha integration isn't greyed out but nothing happens when I click it, only the Gamma core goes through. Restarting the game didn't fix this. Here's my mod list if it helps:
VIC, Vayra's Sector, United Aurora Federation, Truly Automated Ships, Tahlan Shipworks, Starship Legends, Ship and Weapon Pack, Shadowyards unofficial Expansion, Shadow Yards, Seeker UC, Scy Nation, Scan Those Gates, Roider Union, PRV Starworks, NExerelin, Mayasuran Navy, Magic Lib, Luddic Enhancement, lcoked and Loaded, Legacy of Arkgneisis, LazyLib, Kadur Remnant, Interstellar Imperium, HTE, Hiver Swarm, GraphicsLib, Fleet history, FED, Fast Engine Rendering, Epta Consortium, Drone Lib, Diable Avionics, Dassault Mikoyan Engineering, Console Commands, Commissioned Crews, Carter's Freetraders, A New Level of Confidence - 40
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Re-Search-er

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #69 on: July 19, 2022, 11:49:10 AM »

Music's Nice, Binding an AIcore to a ship to get extra OP is nice... Ships are interesting. Just needs a dedicated survey salvage Gantry cruiser to aid in finding AI cores or say High Energy Focus Eagle for use as a crippler ship to use against Hegemony.... One whose job is not to kill, but to keep a capital busy and nonfunctional while you kill it's escorts.. Would be lore friendly for the Consortium to have ships dedicated to making Low Tech ships inert bricks.

Well, since low tech got a massive buff, doing that would cost balance lol, but I'll see what I can do for this, in a way that not breaks the game. As for the salvage gantry, its an interesting idea, after the 1.5.0, this will be a subject of addon.
Here's an idea, Howabout an Eagle Variant that trades some of the small energy slots for a Large energy slot to mount say a Tachyon Lance? As a support ship? Harassment at long range! Hvel Drivers Ion beams and A tachyon lance... Oh and perhaps an AI rework so it won't fire the lance at fighters?
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jlrperkins

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #70 on: July 19, 2022, 12:18:40 PM »

There's already a HVB that features a reworked Eagle with a large mount

Music's Nice, Binding an AIcore to a ship to get extra OP is nice... Ships are interesting. Just needs a dedicated survey salvage Gantry cruiser to aid in finding AI cores or say High Energy Focus Eagle for use as a crippler ship to use against Hegemony.... One whose job is not to kill, but to keep a capital busy and nonfunctional while you kill it's escorts.. Would be lore friendly for the Consortium to have ships dedicated to making Low Tech ships inert bricks.

Well, since low tech got a massive buff, doing that would cost balance lol, but I'll see what I can do for this, in a way that not breaks the game. As for the salvage gantry, its an interesting idea, after the 1.5.0, this will be a subject of addon.
Here's an idea, Howabout an Eagle Variant that trades some of the small energy slots for a Large energy slot to mount say a Tachyon Lance? As a support ship? Harassment at long range! Hvel Drivers Ion beams and A tachyon lance... Oh and perhaps an AI rework so it won't fire the lance at fighters?
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Hexxod

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #71 on: July 19, 2022, 05:08:54 PM »

I am not able to integrate anything higher than a Gamma Core AI on my ship. I am using an Aeolus Class Battleship, and have all 3 kinds of AI cores in my inventory. When I hover over them, the Beta level AI hullmod is greyed out and says "This ship requires a more powerful core to run its systems." The Alpha integration isn't greyed out but nothing happens when I click it, only the

idk what the issue was, but I was having the same thing happen to at random. Though since I was using a Cruiser rather than a Capital, the Beta core was still compatible so I ended up running that before randomly deciding to try swapping it for a Alpha a few hours later when redoing all the hull mods. Alpha core actually got equipped then.
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Marcoda

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #72 on: July 19, 2022, 07:07:46 PM »

I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?
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Rav0n

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #73 on: July 20, 2022, 08:01:05 AM »

I am not able to integrate anything higher than a Gamma Core AI on my ship. I am using an Aeolus Class Battleship, and have all 3 kinds of AI cores in my inventory. When I hover over them, the Beta level AI hullmod is greyed out and says "This ship requires a more powerful core to run its systems." The Alpha integration isn't greyed out but nothing happens when I click it, only the Gamma core goes through. Restarting the game didn't fix this. Here's my mod list if it helps:
VIC, Vayra's Sector, United Aurora Federation, Truly Automated Ships, Tahlan Shipworks, Starship Legends, Ship and Weapon Pack, Shadowyards unofficial Expansion, Shadow Yards, Seeker UC, Scy Nation, Scan Those Gates, Roider Union, PRV Starworks, NExerelin, Mayasuran Navy, Magic Lib, Luddic Enhancement, lcoked and Loaded, Legacy of Arkgneisis, LazyLib, Kadur Remnant, Interstellar Imperium, HTE, Hiver Swarm, GraphicsLib, Fleet history, FED, Fast Engine Rendering, Epta Consortium, Drone Lib, Diable Avionics, Dassault Mikoyan Engineering, Console Commands, Commissioned Crews, Carter's Freetraders, A New Level of Confidence - 40

Heyo, how are you doing? So, this issue is related to a compatibility thing that not allow gammas and betas to be installed on capitals, and such. In the next patch hopefully this will be fixed. Thanks for the feedback!
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Rav0n

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Re: [0.95.1a]Epta Consortium - 1.4.6
« Reply #74 on: July 20, 2022, 08:08:42 AM »

I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?

Well, there was discussions about Takeshido being in the mod or not. This mod was called Changing Nexus (bad name Ik), it objective was creating a mod with a plenty of factions, each one having their hullmods, with that, Takeshido was created.

After some time, I decided to change the way that the mod was going, and focused in Epta Consortium. Fortunately or unfortunately, Takeshido was already created, having a plenty of content already, solution was making it a subfaction from the pirates, so only their ships and hullmods appears.

Takeshido will stay, but I want to ask, how I could make your experience better with it? Reducing spawn rates or something like that?
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