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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: [0.96a] Amazigh's Ship Foundry v1.1.0  (Read 220740 times)

Amazigh

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Re: [0.95.1a] Amazigh's Ship Foundry v0.6.4
« Reply #30 on: August 19, 2022, 01:40:32 PM »

As of version 0.6.3, taking the "Destroy Anomalous Vessel" bounty crashes the game. Seems like it can't find the associated portrait of the bounty.
Consider this fixed.


Update 0.6.4
Save Compatible

v0.6.4
- Fixed Magicbounty portrait crash.
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Amoebka

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Re: [0.95.1a] Amazigh's Ship Foundry v0.6.4
« Reply #31 on: August 20, 2022, 05:25:54 AM »

Descriptions for Expansive Missile Racks and Bulk Missile Strorage mention "increased missile fire rate", but the code in /src folder indicates they both increase ammo regeneration rate instead. Please check the actual effect of the hullmods and rewrite the descriptions if necessary.
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Amazigh

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Re: [0.95.1a] Amazigh's Ship Foundry v0.6.4
« Reply #32 on: August 20, 2022, 04:57:18 PM »

Descriptions for Expansive Missile Racks and Bulk Missile Strorage mention "increased missile fire rate", but the code in /src folder indicates they both increase ammo regeneration rate instead. Please check the actual effect of the hullmods and rewrite the descriptions if necessary.

They do increase rate of fire, see:
Code
stats.getMissileRoFMult().modifyPercent(id, RATE_BONUS);
But i'll add that they increase ammo regeneration to the tooltip in the next update.
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Marcoda

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Re: [0.95.1a] Amazigh's Ship Foundry v0.6.4
« Reply #33 on: September 18, 2022, 12:38:48 AM »

There's something about the lamia/lerna missiles that seem to mess with AI ships. They never seem to raise their shields in time and as a result practically always take the hit to the hull.
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Amazigh

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Re: [0.95.1a] Amazigh's Ship Foundry v0.7
« Reply #34 on: October 07, 2022, 04:27:49 PM »

Update 0.7
Save Compatible

v0.7
- New Ship:
-- Rinka (P)

- New MagicBounty:
-- Apologee [Spellbind Saturation Array]

- Ilgryps Sprite Updated
- Nebel Sprite Updated
- Auspice Sprite Updated
- Gemogee Sprite Updated

- Lamia DEM + Lerna MDEM
-- Sprites Updated
-- Both converted to fire a spread of EMP bolts rather than a single strong bolt, now a disruption weapon, rather than a general purpose strike one

- Gimbal Micromissile Pod
-- Trail VFX made more distinct

- Naxdin Anomaly Torpedo
-- Ammo Regeneration time increased from 50 seconds to 60 seconds

- Nasibu Missile Projector Damage Corrected

- Chillblain Catalyst Missile
--- Should now drop properly from the bounty
-- Ammo increased from 7 to 8
-- Area of effect radius increased from 960 to 1200
-- Damage multiplier against capitals raised from 1.3 to 1.35
-- Damage of Pre-detonation arcs reduced by 20%
-- Damage dealt to friendly ships is reduced by 50%
--- Assorted other in-code changes, should be less destructive against module ships, and more dangerous to extremely large ships

- Chronostutter (Gleam Shipsystem)
-- Active Time reduced
-- Timescale Multiplier increased from 3x to 4x
--- A shorter but more intense timescale boost.

- Arktech weapons
-- No longer avaliable from Prism Freeport
-- Should now correctly be (rarely) used by scavenger fleets

----

There's something about the lamia/lerna missiles that seem to mess with AI ships. They never seem to raise their shields in time and as a result practically always take the hit to the hull.
This issue is noted, and should be gone with the rework the weapons have undergone, but if it still remains, lets say "it's not a bug it's a feature"
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Noomsy

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Re: [0.95.1a] Amazigh's Ship Foundry v0.7
« Reply #35 on: October 08, 2022, 03:35:06 PM »

Just wanted to say thanks for the mod. I love these ships, especially the ark ships to add a cool reward for exploring.

One small piece of feedback on the ark frigates: Not sure if I'm using them wrong, but due to similar speeds they all seem to fall into the same roles for me. (I probably just want a damn tempest replacement though )

Great work!
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bodeshmoun

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Re: [0.95.1a] Amazigh's Ship Foundry v0.7
« Reply #36 on: October 09, 2022, 06:42:27 AM »

Hello, from linux, here is a usual case sensitive problem :
40513 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/weapons/A_S-F_spellbind_hardpoint_base.png] resource
The file are named graphics/weapons/A_S-F_Spellbind_hardpoint_base.png

Similar problem for A_S-F_spellbind_hardpoint_glow, A_S-F_spellbind_turret_base and A_S-F_spellbind_turret_glow.
Fixed for me after rename.

Thanks for the update !
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vok3

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Re: [0.95.1a] Amazigh's Ship Foundry v0.7
« Reply #37 on: October 29, 2022, 06:37:44 AM »

Killing Trance / Pocketful of Rainbows:

How are you supposed to do these things?  The frigate in particular is so maneuverable the nose swings wildly from side to side with just the lightest touch of a key.  It's borderline impossible to actually aim, which you need to do because most of your weapons are fixed forward.  The destroyer is a bit more handleable but it takes me so much time to separate targets out from the crowd and kill them that I'm out of endurance with three quarters of the enemy fleet left to go. 

I'm toying with the idea of using third-party apps to force the game to slow down so I can aim and maneuver more precisely, but that strikes me as close enough to cheating to be pointless.
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StenKIRA

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Re: [0.95.1a] Amazigh's Ship Foundry v0.7
« Reply #38 on: October 29, 2022, 09:27:54 AM »

have you considered holding shift to aim the ship to the mouse cursor?  there is also an option to make that behavior default in the menu.
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vok3

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Re: [0.95.1a] Amazigh's Ship Foundry v0.7
« Reply #39 on: October 29, 2022, 12:11:55 PM »

I didn't realize that ability existed.  Thank you.  This will help a lot.

e: THANK YOU.  That (plus a refit to swap the flux conduits for a front-mounted shield - one less thing to worry about, and less flux) made a huge difference.  "Pocketful of Rainbows" is beaten and I have the super ship start!  And for Killing Trance I can at least see how to fly/fight the ship, though it's going to be a lot harder, I think.

(I was at a Halloween dance and I was thinking about this damn fight the whole time ...)
« Last Edit: October 29, 2022, 06:15:23 PM by vok3 »
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FreonRu

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Re: [0.95.1a] Amazigh's Ship Foundry v0.7
« Reply #40 on: November 06, 2022, 02:49:58 AM »

Good day.
Will the modification support the version checker? This feature is simply necessary in order not to miss updates.

Thanks in advance.
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Amazigh

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Re: [0.95.1a] Amazigh's Ship Foundry v0.8
« Reply #41 on: November 11, 2022, 01:29:53 PM »

Update 0.8
Save Compatible

v0.8
- New Ships:
-- Peluda
-- Rangda

- New Wing:
-- Hecatocles Heavy Bomber

- New Weapons:
-- Destructor Rocket Artillery
-- Contradict Rocket Artillery

- New Hullmods:
-- Ungoverned Ballistic Loader
-- Energy Conduit Overcharger
-- Exposed Flux Radiators
-- Ungoverned Shield Emitter
-- Overclocked Targeting Unit
-- Electromagnetic Flux Stabiliser

- Bathory
-- Flux Dissipation increased from 300 to 320

- Gutkeled
-- Flux Dissipation increased from 320 to 350

- Velox
-- DP increased from 5 to 6

- Klabu Battle Cannon
-- Trail effects tweaked

- Kabid Volley Gun
-- Trail/Muzzle Effects reworked

- Sumake Magnegun
-- Flux/Shot lowered from 28 to 24 (now at 0.6 flux/damage)

- IR Autopulser
-- "Jamming" issue on weapon disable should be fixed

- X-Pulse Laser
-- Flux/Shot lowered from 300 to 288 (now at 1.2 flux/damage)

- Sprocket HSRM
-- Projectile health lowered from 250 to 200

- Lamia DEM / Lerna MDEM
-- Flux cost removed
-- Per-bolt damage increased from 60 to 100
--- Lamia Ammo regeneration time from 60s to 40s
--- Lerna Ammo regeneration time from 80s to 50s

- Gimbal Micromissile Pod
-- Flux/Damage increased from 0.2 to 0.3

----

Hello, from linux, here is a usual case sensitive problem
Should be fixed.

Will the modification support the version checker? This feature is simply necessary in order not to miss updates.
I don't plan on it to be honest.
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vok3

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Re: [0.95.1a] Amazigh's Ship Foundry v0.8
« Reply #42 on: November 11, 2022, 01:46:05 PM »

Oh cool, update.

Possible bug fix for the next update:

1) Beat "Pocketful of Rainbows"
2) Exit to main menu, start new game
3) Observe no super ship start
4) Quit to desktop, restart Starsector, start new game
5) Observe super ship start is now available in "free start".  (This was a little puzzling at first but it's tolerable, it's not the real problem)
6) Start a game.  Play a bit.  Exit, or save & exit, to main menu.
7) Start another new game.  Observe that two copies of the Transparence super ship start are now listed in the super ship starts.
8) Exit to main menu and start a new game 20 times in a row.  Observe at the end of this that there are twenty identical copies of the Transparence super ship start listed in the "free start" options to start a new game.

Apparently, every time the player starts a new game, you add the ship to the starting options without checking to see if it's already there.  It might be a little more sane to do that check before adding it, and if already enabled, not add it again.
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FreonRu

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Re: [0.95.1a] Amazigh's Ship Foundry v0.8
« Reply #43 on: November 12, 2022, 08:10:47 AM »

Will the modification support the version checker? This feature is simply necessary in order not to miss updates.
I don't plan on it to be honest.

It's a pity, I don't always check for updates on the form and therefore skipped a few updates of this mod.

But these are all trifles.
Thank you for the unusual pack of ships.
Good luck and creative success.
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TCA_ChinChin

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Re: [0.95.1a] Amazigh's Ship Foundry v0.8
« Reply #44 on: November 14, 2022, 03:16:08 PM »

Love the mod and most of the ships. But damn that one redacted destroyer seems to have the flux stats of a battleship with the speed of a frigate. Killed so many of my cruisers by itself :P
Surprised me more than the dorito boys the first time I fought it cause it was so inconspicuous.
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