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Author Topic: [0.97a] Amazigh's Ship Foundry v1.2.0  (Read 227201 times)

Apollyon

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Re: [0.96a] Amazigh's Ship Foundry v0.13
« Reply #105 on: December 14, 2023, 03:48:39 PM »

You can just use the nuke console command to get 100% if you can't fight it out
Bloody saver of my sanity, Thank you.
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Amazigh

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Re: [0.96a] Amazigh's Ship Foundry v1.0.2
« Reply #106 on: January 03, 2024, 02:33:34 PM »

Update 1.0.2

v1.0.2
- Persenachia Mission Difficulty Patch

v1.0.1
- Removed debug info display from Persenachia

----

(Maybe) Save Compatible
 - If you have an auditor in your fleet, then you should strip its weapons before updating to this version
 - If you have modified the variant of the auditor in the main menu mission, then you should revert it to default before updating to this version

v1.0.0

Version Checker Compatibility added

New MagicBounty
- Investigate Hyperspace Anomaly - minimum player level 10

New Ships
- Persenachia
- Edifice

New Skin
- Initone (LG)

New Weapons
- Silaha Linear Cannon
- Persis Multi Seeker
- Ion Driver
- Quad Multi-Lance

New [REDACTED]

Auditor
- Reworked
-- DP reduced from 6 to 5
-- Armour increased from 175 to 250
-- System changed to Maneuvering Jets
-- Small hybrid mount upgraded to a medium
-- Small universal mount removed
-- Shield efficiency improved from 0.8 to 0.7
-- Built-in weapon flux/damage improved from 0.75 to 0.666
-- Flux dissipation increased from 120 to 160

Revizor
- Reworked
-- DP reduced from 8 to 6
-- Hull increased from 1600 to 1800
-- Armour increased from 200 to 300
-- System changed to Maneuvering Jets
-- Shield efficiency improved from 0.7 to 0.6
-- Flux dissipation increased from 150 to 180

Grandum
- DP increased from 28 to 32

Giganberg
- Sprite Updated
- DP reduced from 32 to 28

Copperhead Gun-Launcher
- Projectile tracking improved by 25%

Sumake Magnegun
- Per shot damage increased from 50 to 60

Macron Cannon
- Flux per shot reduced from 16 to 15 (from 0.8 to 0.75 flux/dam)

Sakset Naval Rifle
- OnHit effect changed from an energy damage explosion and rearwards kinetic shrapnel, to an omnidirectional frag damage shrapnel burst.

Strobe Beam
- Damage profile slightly tweaked, should be a bit more reliable in terms of real-terms damage output matching listed statcard values.

Lilin Missile Coil
- Ammo increased from 4 to 5

Albatreos Cruise Missile
- Damage increased from 1250 to 1500
- Terminal tracking improved by ~30%

Cockatrice DEM Torpedo
- Ammo increased from 4 to 6
- Refire delay increased from 8 to 12
- Arc rate (rougly) doubled, arc damage halved

Added S-mod bonuses to the Anarchy Systems hullmods
« Last Edit: January 03, 2024, 03:53:58 PM by Amazigh »
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Amazigh

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #107 on: January 16, 2024, 07:26:02 PM »

Update 1.1.0

- New Ship
-- Morris

- New Skin
-- Morris (P)

- Sprocket HSRM
-- Ammo reduced from 16 to 12
-- Reload time increased from 6 to 8

- Silaha Linear Cannon
-- Damage reduced from 1000 to 900
-- Flux/Damage increased from 1.5 to 1.666
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vorpal+5

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #108 on: January 29, 2024, 11:16:07 PM »

Hi there,
Very nice mod, thanks!
All the markets have far too commonly the Kaksos autocannon, and I'm in trouble finding the standard Heavy Autocannon.
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Szasz

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #109 on: February 06, 2024, 12:18:50 PM »

Is this safe to use with Starsector 0.97?
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A_Random_Dude

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #110 on: February 06, 2024, 12:22:47 PM »

The new version only affected stuff like skills, hyperspace travel and colony events. There shouldn't be any problem using a ship pack, as far as I'm aware.
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WolfPriest

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #111 on: February 16, 2024, 04:22:24 PM »

How good score do I need in the Ark mission? I got 90% is that good enough?

Edit: love your mods, just wanna say.
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Szasz

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #112 on: February 26, 2024, 03:46:31 AM »

Silahas were weak even before the nerf and now I cannot find much use for that weapon.

The new version only affected stuff like skills, hyperspace travel and colony events. There shouldn't be any problem using a ship pack, as far as I'm aware.
Thanks, it indeed seems to be the case but I wouldn't dared to try if you didn't write that.

How good score do I need in the Ark mission? I got 90% is that good enough?

Should be enough, yes. I did 97%, got frustrated by Arktech ship recoveries (because weapons were sometimes missing) so I perfected it to 100% and guess what - weapons are still sometimes missing on derelicts.
And here comes the plot twist: it does not matter anymore, because if you find one particular bounty, then you get a blueprint package that allows the production of all the Arktech weapons.
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Jackundor

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #113 on: March 04, 2024, 01:13:20 PM »

short review: it'S a decent mod with some interesting ships but there are some problems balance wise

some of the ships have some weird quirks that at least for me make me not want to use them (buraq class for example) but they are overall pretty nice. the weapons i haven't really found a reason to use over vanilla ones so i can't say that much. Enemy wise i haven't fought the bounties but the Phobia class and the Niteo class can be painful to fight, because of extremely high EMP pressure and bc the system that is basically temporal shell with some mixup

overall 7-8/10 p good, would recommend

hm, i thought this was going to be longer ???
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clk

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #114 on: March 14, 2024, 07:59:16 PM »

I don't know how to get a starsector.log so I'm just gonna copy and paste what I got

Fatal: Error loading [data.script.ASR_SalmsonOnHitEffect]
Cause: data.script.ASR_SalmsonOnHitEffect
Check starsector.log for more info.
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A_Random_Dude

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #115 on: March 14, 2024, 08:31:09 PM »

The log can be found in the main game's folder, called "starsector core". Click on that, then look for a file called "starsector.log". There are 4 of them though, so pick the one without a number at the end of its name.
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clk

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #116 on: March 15, 2024, 10:47:51 AM »

The log can be found in the main game's folder, called "starsector core". Click on that, then look for a file called "starsector.log". There are 4 of them though, so pick the one without a number at the end of its name.
Thank you

26884 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.ASF_SalmsonOnHitEffect]
java.lang.RuntimeException: Error loading [data.scripts.ASF_SalmsonOnHitEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.ASF_SalmsonOnHitEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
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Amazigh

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #117 on: March 15, 2024, 01:53:38 PM »

Silahas were weak even before the nerf and now I cannot find much use for that weapon.
It's a premium sidegrade to the gauss cannon with far better anti-armour power in exchange for being less effective against shields.
The knockback and the ability to fire over allies make it a highly valuable long range "poking/sniping" tool, but can easily fall short against shorter ranged weapons that have higher DPS values if the enemy is allowed to close in.


26884 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.ASF_SalmsonOnHitEffect]
java.lang.RuntimeException: Error loading [data.scripts.ASF_SalmsonOnHitEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.ASF_SalmsonOnHitEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

you have an old/improperly updated version of the mod, delete the mod folder and re-extract the zip
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clk

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #118 on: March 15, 2024, 02:14:05 PM »

it works now thank you
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Tyrgalon

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #119 on: March 21, 2024, 04:24:54 PM »

Hey, any plans on updating your mods for 0,97? :)
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