Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Pages: 1 [2] 3 4

Author Topic: [0.96a] FSF Military Corporation - EN Edition  (Read 129077 times)

Histidine

  • Admiral
  • *****
  • Posts: 4933
    • View Profile
    • GitHub profile
Re: [0.95.1a] FSF Military Corporation - EN Edition
« Reply #15 on: April 13, 2023, 01:31:01 AM »

In rules.csv, the row aEP_researcher_stage3_contact_greeting seems to have inappropriate conditions (overly high score for !aEP_AdvanceWeaponMission shouldStart4, and no check for whether you're talking to the actual researcher).
This came up because it's preventing completion of a mission in Nex, but I expect it breaks any contact PickGreeting rule that another mod might add.

Can you notify A111164 about the issue? Thanks!
Logged

Iriscoral

  • Lieutenant
  • **
  • Posts: 52
  • Defiance against the violent enigma
    • View Profile
Re: [0.95.1a] FSF Military Corporation - EN Edition
« Reply #16 on: April 13, 2023, 08:27:32 AM »

In rules.csv, the row aEP_researcher_stage3_contact_greeting seems to have inappropriate conditions (overly high score for !aEP_AdvanceWeaponMission shouldStart4, and no check for whether you're talking to the actual researcher).
This came up because it's preventing completion of a mission in Nex, but I expect it breaks any contact PickGreeting rule that another mod might add.

Can you notify A111164 about the issue? Thanks!
Noted. I'll inform them ASAP.
Logged
Translator and (wannabe) game dev.
Currently curates the CN mod repo.

Mods maintained:
Polaris
ICE
FSF
Traverser

Iriscoral

  • Lieutenant
  • **
  • Posts: 52
  • Defiance against the violent enigma
    • View Profile
Re: [0.95.1a] FSF Military Corporation - EN Edition
« Reply #17 on: April 21, 2023, 01:57:40 AM »

Update 3.19 is here! (click to download)

Changes:

-New Ships:
-- Pacifier-Class Cruiser
-- Surgewave-Class Destroyer
-- Depth-Class Destroyer
New hullmods:
-- Line-Matrix Targeting
-- Ablative Dissipation
-Various new weapons/fighter wings
-New mission content
-Graphical changes

3.19 update patch notes from CN (note that we skipped two whole patches, so there's some missing info here
3.19
Balance:
        Pacifier:
                Main gun damage reduced to 2000
                Flux capacity 10000->9000
                Flux dissipation 500->450
                Structure 10,000->9,000
                Armour 900->800
        Waterfall class:
                Tactical single maximum ejection capacity 12->15
                Structure 8000->7000
                Armour 800->700
        Seaweight class:
                Deployment point 30->31
                Body energy dissipation 400->300
                Orbital module dissipation 600->500
                Orbital modules removed from launch platform design built-in inserts
                Built in Guardslink, link change time 12->15 (does not affect sold version of Guardslink)
        Stony Coral class:
                Deployment point 33->34
                Extreme speed 50->45
                Tactical system cooldown 30->25, PD weapon reserve for defence platforms 12->8, defence platform shield effect 0.1->0.25
        Ocean Ridge Class:
                Deployment points 10->11
                Built-in gallery cannon range 700->600, blast range 70->60, single shot power consumption 125->150
        Controlled Shields:
                Now limits the base range of all weapons to no more than 900

Added:
        Frigates: Breakwater class
        Plug-in: Cyclic Dissipation

Other:
        Modified the system AI of the Surgewave class so that it will no longer be used when the current party has friendly troops
        Fixed controlled shields flickering when encountering banned shields
        Missile platform design completely reworked
[close]
Logged
Translator and (wannabe) game dev.
Currently curates the CN mod repo.

Mods maintained:
Polaris
ICE
FSF
Traverser

a111164

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.95.1a] FSF Military Corporation - EN Edition
« Reply #18 on: May 10, 2023, 01:30:18 AM »

Good stuff!!
Logged
You found me, for award you have to grant me 3 wishes.

Iriscoral

  • Lieutenant
  • **
  • Posts: 52
  • Defiance against the violent enigma
    • View Profile
[0.96a] FSF Military Corporation - EN Edition
« Reply #19 on: May 28, 2023, 07:10:34 AM »

Update 3.21rc2 is here! (click to download)

Changes:

- Updated to 0.96a!
- New Wings
  - "Longspike" Heavy Fighter
  - "Assistant" Support Craft
- New weapons
  - DF-1 Heavy Reactive Armor
  - RK-107 Rocket Launcher - Medium Fragmentation Composite Weapon
  - H-37 Anti-Ship Cannon - Small High Explosive Ballistic Weapon
  - H-88 Anti-Ship Cannon - Medium High Explosive Ballistic Weapon
  - EB-300k Multi-Purpose Beam - Small High Explosive Beam Energy Weapon
- Changes to Menu missions
- SMod benefits for certain hullmods
- Extensive ship and weapon rebalances
- Sound updates and other bug fixes

Full patch notes:
3.20rc5
Added:
   Battle: First Contact
   Battle: Elimination Mission
   Weapon: DF-1 Heavy Reactive Armor
   Weapon: RK-107 Rocket Launcher - Medium Fragmentation Composite Weapon
   Weapon: H-37 Anti-Ship Cannon - Small High Explosive Ballistic Weapon
   Weapon: H-88 Anti-Ship Cannon - Medium High Explosive Ballistic Weapon
   Weapon: EB-300k Multi-Purpose Beam - Small High Explosive Beam Energy Weapon
   Wing: Longspike Heavy Fighter
   Wing: Assistant Support Craft
Balance:
   Warmpool Class:
       Burn Level 6 -> 7
   Javelin Class:
      Radar no longer provides 10% extra damage
      Radar range bonus of 80% -> 45%
      Built-in plug-in now provides a base 40% range bonus
   Decomposer Class:
      Deployment points 32->33
      Ordnance points 205 -> 200
      Built-in add-on: Salvage crane
      Shipsystem now increase the damage taken by 20% in addition to reducing the damage by 50%.
      Shipsystem causes a 15->20 reduction in readiness value
      Shipsystem cooldown 28->25
      Shipsystem extra deployment time 20->16
   Thermocline Class:
      Deployment point 36->37
      Tactical system maximum no-fire time 10->12 seconds
      Flux capacity 20,000->18,000
   Internalwave Class:
      Max speed 45->50, manoeuvrability also adjusted upwards
      Tactical system instantaneous burst speed adjusted upwards
   Pacifier Class:
      Deployment points 30->28
      Modified main gun animation
   Waterfall Class:
      Deployment point 35->33
   Stony Coral Class:
      1 Anchor ADS System built in to showcase the effects of the tactical system drone weapon
      Tactical systems can now intercept projectiles, not just missiles
      Tactical system cd 25->20
      Slightly modified mapping
   Seaweight Class:
      Deployment points 31->32
   Midstream Class:
      Slightly modified mapping
      Deployment point 22->23
   Hotspring Class:
      Slightly modified mapping
      Deployment point 24->25
      Energy dissipation 300->250
      Assembly point 150->140
      Increased energy consumption of Hotspring missiles
    Tactical system used for 2 recharges, but recovery rate is 50% of the original
      Missile slot changes, 3 former small missile slots replaced by 2 small live missile slots and 1 medium missile slot
   Depth Class:
      Deployment point 13->14
   Laminar Flow Class:
      Deployment point 12->13
   Breakwater Class:
      Hull 3000->2750
      Flux Capacity 4000->3500
      Maximum shield angle 120->240
      Shield damage reduction 90%->80% and shield angle reduction 90 degrees when Tactical System is active
   Turbulence Class:
      Flux capacity 1600->1800
   Finestream MK.II Class:
      Assembly points 60->55
        Shipsystem charges 4 -> 3
   Finestream class:
        Flux Capacity 2400->2750
    "Plumb" Heavy Fighter Wing:
        Flux Capacity 200->250
        Flux Dissipation 50->60
    "Crusher" Flying Tank Wing:
      Flux Capacity 200->500
      Main gun range changed to a fixed 1100 instead of following the mothership
   "Reinvention" Repair Drone Wing:
      Rewritten ai to increase repair capacity
   Hullmod Ablative Dissipation
      Max conversion rate 65% -> 60%
   Weapon: Scissor series
      Flux cost 200->100
      EMP damage 250->200
      Small version ammo capacity 20->24
      Medium version ammo capacity 40->48
   Weapon: Blasting Hammer Large Missile System
      Single shot damage 3900->3600
   Weapon: Harpoon Missile:
      Range 2500->3000
      Single shot damage 500->400, now hits shields for an additional 400 kinetic damage, but the extra part only deals soft flux
   Weapon: Harpoon Missile System:
      Range 2500->3000
      Single shot damage 750->500, now hits shields for an additional 500 kinetic damage, but the extra part only deals soft flux
   Weapon: AM-630 CIWS:
        Shot interval 0.1 -> 0.08333
   Weapon: AA-40 Universal Cannon:
      Maximum dispersion 8->10
      DPS unchanged, flux efficiency 1.28->1.34
   Weapon: DG-3 Large Rotary Cannon:
        Maximum dispersion 10->16
      The structure removal effect now only calculates its own damage modifier and not that of the target
   Weapon: SR-125 Revolver Autocannon:
      dph75->100
      Magnitude efficiency 1.1 -> 1.13
   Weapon: Lightning Disruptor Cannon
      Shield maintenance growth debuff no longer has a maximum stacking limit
      Debuff duration 8->5 seconds
      debuff has additional energy per second 10->16
      Ammo return per second 8->6
   Weapon: Gustav Cannon:
      Second projectile now spawns on fire, not on hit
Other:   
   Fixed inaccurate description of Launch Platform Design
   Firing cruise missiles in combat now gives priority to targets locked by the mothership
   Removed Weapon: EMP Pike
   Removed weapon: Suppression Needle series
   Removed weapon: Trauma Cannon
   Compensation has been added for missile-launched live weapons with eccm installed, which no longer results in a reduction in actual range
   The launch platform design is no longer compatible with the missile autoloader
   Fixed an issue where entry acceleration would hit a ship in front of you

[close]

3.21rc2
Balance:
   Javelin Class:
        Central 2 medium synergy slots changed to medium universal
      Tactical system flux energy cost 1200->800 per second
      Tactical system enemy weapon flux energy cost increased by 100% -> 200%
    Midstream Class:
      Deployment point 23->22
    Pacifier Class:
      Deployment point 28->27
      Main gun has 2 beam pre-targeting trajectories when aimed
      Main gun projectile can penetrate fighters and missiles and can continue to advance
      Main gun projectile explosion range increased
      Main gun damage 2000->2500
   Thermocline Class:
      Deployment point 37->36
   Stony Coral Class:
      Ship carries ADS system no longer in the defence platform variant, has higher ammunition return rate
   Ocean Ridge Class:
      Deployment point 11->12
      Tactical systems fire less, but have greater single shot fuse range/damage, total damage remains the same
   Surgewave class:
      Shield damage reduction 50%->60%
      Shipsystem no longer reduces shield angle when activated
      Shipsystem arc damage 50->150, damage type energy-> fragmentation, better anti-missile
      Shipsystem range 600->700
    Weapon: AA-40 Universal Cannon:
      Single shot amplitude energy consumption 335->340, weapon efficiency 1.34->1.36
   Weapon: SR-125 Automatic Revolver Cannon:
      Renamed ZT-125 bAutomatic Revolver Cannon
        dph100->150, weapon efficiency 1.12->1.2
   Weapon: "Boom" Explosive Spear:
      Weapon type changed to Missile
      Slot type changed to generic
      Assembly point 0->1
      Maximum ammunition reserve is no longer limited to 1
   Weapon: Harpoon series:
        No longer has a safe distance and will not fly over enemies at close range
    Weapon: Blasting Hammer Series:
        Slightly reduced the duration of the trails
        Slight increase in acceleration speed
    Plug-in: Controlled shield:
      Damage reduction 25% -> 50%
      Minimum trigger range has been significantly increased
    Plug-in: Hot-fill ammunition system:
         SMod benefit: 50% ammo regain speed for live and energy weapons
    Plug-in: Vanguard Hull:
        Smod Benefit: Reduced trigger probability, increased damage reduction per trigger
    Plug-in: FSF Hull Design:
        Provides a 30 bonus to top speed and acceleration at low flux

Other:
   Uses an updated drone generation method that no longer leaves a mark on the deployment panel
   Weapon reboot system no longer provides ammo return rate for magazine-based weapons
   Replaced the sound effects of some weapons
[close]
« Last Edit: June 13, 2023, 09:15:17 PM by Iriscoral »
Logged
Translator and (wannabe) game dev.
Currently curates the CN mod repo.

Mods maintained:
Polaris
ICE
FSF
Traverser

DecoyGrenadeOut

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.95.1a] FSF Military Corporation - EN Edition
« Reply #20 on: May 29, 2023, 02:10:58 AM »

I got this error
Code
8715646 [main] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.String.L.super(Unknown Source)
at com.fs.starfarer.combat.CombatMain$3.playSound(Unknown Source)
at data.scripts.weapons.aEP_high_speed_HE_shot$SplitTrigger.advanceImpl(aEP_WeaponEffect.kt:2460)
at combat.impl.aEP_BaseCombatEffect.advance(aEP_BaseCombatEffect.kt:92)
at combat.plugin.aEP_CombatEffectPlugin.advance(aEP_CombatEffectPlugin.kt:85)
at com.fs.starfarer.combat.entities.CustomCombatEntity.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)

at WeaponEffect:2460

Code
        Global.getSoundPlayer().playSound("aEP_high_speed_HE_flak",1f,0.75f,projectile.location,Vector2f(0f,0f))

is it calling a sound file that doesn't exist?
Logged

7x9000

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.95.1a] FSF Military Corporation - EN Edition
« Reply #21 on: May 31, 2023, 06:57:02 PM »

Hi there. I am wondering if there's a download for the 0.95.1a version anywhere? The original post still says it's for that version, but all downloads that I'm getting at for 0.96, which I am simply not ready to update to.
Logged

Iriscoral

  • Lieutenant
  • **
  • Posts: 52
  • Defiance against the violent enigma
    • View Profile
Re: [0.95.1a] FSF Military Corporation - EN Edition
« Reply #22 on: June 05, 2023, 01:45:41 AM »

Hi there. I am wondering if there's a download for the 0.95.1a version anywhere? The original post still says it's for that version, but all downloads that I'm getting at for 0.96, which I am simply not ready to update to.
Check the Github commits, the 0.95.1a version should still be there

I got this error
Code
8715646 [main] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.String.L.super(Unknown Source)
at com.fs.starfarer.combat.CombatMain$3.playSound(Unknown Source)
at data.scripts.weapons.aEP_high_speed_HE_shot$SplitTrigger.advanceImpl(aEP_WeaponEffect.kt:2460)
at combat.impl.aEP_BaseCombatEffect.advance(aEP_BaseCombatEffect.kt:92)
at combat.plugin.aEP_CombatEffectPlugin.advance(aEP_CombatEffectPlugin.kt:85)
at com.fs.starfarer.combat.entities.CustomCombatEntity.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)

at WeaponEffect:2460

Code
        Global.getSoundPlayer().playSound("aEP_high_speed_HE_flak",1f,0.75f,projectile.location,Vector2f(0f,0f))

is it calling a sound file that doesn't exist?
Redownload the mod.
Logged
Translator and (wannabe) game dev.
Currently curates the CN mod repo.

Mods maintained:
Polaris
ICE
FSF
Traverser

7x9000

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.95.1a] FSF Military Corporation - EN Edition
« Reply #23 on: June 05, 2023, 01:27:41 PM »

Hi there. I am wondering if there's a download for the 0.95.1a version anywhere? The original post still says it's for that version, but all downloads that I'm getting at for 0.96, which I am simply not ready to update to.
Check the Github commits, the 0.95.1a version should still be there
I have checked there and am unable to find the version you are speaking of. Only the new 0.96 stuff, not the 0.95 version.
Logged

Iriscoral

  • Lieutenant
  • **
  • Posts: 52
  • Defiance against the violent enigma
    • View Profile
Re: [0.95.1a] FSF Military Corporation - EN Edition
« Reply #24 on: June 13, 2023, 09:14:44 PM »

Hi there. I am wondering if there's a download for the 0.95.1a version anywhere? The original post still says it's for that version, but all downloads that I'm getting at for 0.96, which I am simply not ready to update to.
Check the Github commits, the 0.95.1a version should still be there
I have checked there and am unable to find the version you are speaking of. Only the new 0.96 stuff, not the 0.95 version.
This is the commit of Apr 26, which is the last 0.95.1a version:

https://github.com/Iriscoral/FSF_MilitaryCompany_EN/tree/1132c556727d9f34c9df9bc70f7348280f9f0aab
Logged
Translator and (wannabe) game dev.
Currently curates the CN mod repo.

Mods maintained:
Polaris
ICE
FSF
Traverser

ArbuzBudesh

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.96a] FSF Military Corporation - EN Edition
« Reply #25 on: June 25, 2023, 05:39:20 PM »

Nexerlin random core sector seems to always generate premade systems with planets in addition to random ones. Is there a way to prevent this?
Logged

IroncladLion

  • Lieutenant
  • **
  • Posts: 56
    • View Profile
Re: [0.96a] FSF Military Corporation - EN Edition
« Reply #26 on: August 17, 2023, 10:51:41 AM »

Love the look of these ships, looking forward to future development!

Desudesudesu

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.96a] FSF Military Corporation - EN Edition
« Reply #27 on: September 06, 2023, 08:12:24 PM »

The 2nd mission for the FSF advance reward references aEP_long_barrel_chaingunAP which does not exist and throws an error and I got nothing, and the reward alternative of handing the ship in throws an error referencing aEP_PuBu but you do get a ship.
« Last Edit: September 06, 2023, 09:31:20 PM by Desudesudesu »
Logged

Gunfire007

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.96a] FSF Military Corporation - EN Edition
« Reply #28 on: September 29, 2023, 02:08:17 AM »

any chance to get this up to date with the Chinese version? I crave MORE OF THIS beautiful mod
thanks
Logged

Bueno Horse

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.96a] FSF Military Corporation - EN Edition
« Reply #29 on: October 05, 2023, 10:04:37 AM »

Not RC10? Is this mod up to date?
Logged
Pages: 1 [2] 3 4