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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 887433 times)

Toxcity

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Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« Reply #750 on: November 22, 2015, 08:10:11 PM »

Man you must have been working 24/7 on this. Trying it out now.
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Aklyon

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Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« Reply #751 on: November 23, 2015, 07:58:47 AM »

All of the unidentified sensor contacts (and the player fleet) show up as the green color the player fleet used to be instead of the grayish color they are in .7a vanilla. Not sure if this is actually shadowyards' fault, but it is different from my previous only-utilities save with mods in the new version. Could be omnifactory causing it since i checked if that was updated after seeing your dev version post.
« Last Edit: November 23, 2015, 08:04:53 AM by Aklyon »
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MShadowy

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Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« Reply #752 on: November 23, 2015, 09:18:42 AM »

I screwed up slightly with the player.faction file; it includes some colors which are presumably messing with it.

This is the sort of problem that, because I'm so busy iterating and trying to get things to work, I usually don't notice.  It'll be fixed later today.
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Oathseeker

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Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« Reply #753 on: November 24, 2015, 02:11:27 AM »

Great job getting most of it working so soon Mshadowy! Love your ships, love the civilian variants and even though the Gigas system is a pain in my ass, what with the sector being 70% asteroid belt and 25% corona, I love it too ;)

I played for hours yesterday and didn't give myself the time to write down the few notes I had, so I probably forgot some. Though I'm sure you're aware of most of them anyway. But here's a couple of things:
- The SeskiCiv has no stat-modifiers yet
- I didn't find many quests in shadowyard planets/bases, though I think that might just be variance
- I didn't find any quests for shadowyards on non-shadowyards planets/bases (probably also variance)
- Same point as the 2 above but with bounties Found one
- Would love to see some civilian versions of shadowyards weapons
- The AI doesn't always seem to handle shadowyards ships too well, my aggressive commanders in their Seski's would dance around fleeing enemies while never actually attacking. Though I have no idea if this has anything to do with you.
- Gigas seems empty, I was hoping there would be a bit of a war between shadowyards and hegemony. But again, probably more to do with the game's lack of fleet spawning then anything you could do.

Just throwing all I found at you so you can decide what's relevant (of any of it is :p). I haven't played shadowyards for quite a while because my computer can barely handle vanilla so don't run more then 2 or 3 factions at a time. But I am vary impressed and am vary much enjoying running around with civilian versions trying to impress the shadowyard bigwigs so I can get my hands on the really cool stuff (Here's looking at you Scylla!). Definatly going to keep this in my list from now on, your ships fit my playstyle perfectly.
 
« Last Edit: November 24, 2015, 02:29:25 PM by Oathseeker »
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MShadowy

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Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« Reply #754 on: November 24, 2015, 06:18:56 PM »

I love that description of Gigas.

As for the rest:
- The C variant of the Seksi is as intended; since the class is essentially a fast courier/blockade runner which can be used as a picket ship, it fills a very similar role to the hound.  Giving the C version worse stats didn't seem necessary.
- The quests and missions, on both points, need to be examined further.  For this dev version I got the basic interaction functioning, though less than ideally.  The first might be rectified by screwing further with the economies of the planets/bases in Anar and Gigas.  I'm not sure what the problem is with the second, but I haven't seen the SRA posting missions either; unfortunately I didn't have time to tackle that over the weekend.
- I've been considering for a while making the Yardie weapons more neutral so that they fit in better on more ships, including the C variants, but haven't gotten around to it.
- The AI is a curious beast; unfortunately I cannot directly do much about it unless I want to spend a ton of time doing a custom ship AI, which I probably don't have the skills for anyway.
- There should be at least some patrols flying around, but Lance Base and Stillness can't support particularly major forces; respectively they're limited to 4 and 2 patrols.

In any case, I'll do what I can to address these issues when I have time.  Thanks for the feedback =)
« Last Edit: November 24, 2015, 06:21:38 PM by MShadowy »
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validfrom

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Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« Reply #755 on: November 24, 2015, 07:55:50 PM »

The Clade is a blast to play, especially with safety override which allows it to reach over 600 speed units in reverse with retro drive ;D.

When I use the skinwalker fighters I find that they only fire their primary gun against actual ships. Against other fighters, even slow bombers like piranhas, they only use the two bit drones. This might be an intended balancing mechanic since they rip other fighters to shreds with just the drones anyways, but I just want to point it out in case it's a bug. The neriad fighters also seem to have some problems because I usually only see one of the three fighters firing at targets while the other two sort of just dance around. I've only tried the fighters in the pre-built missions so other factors might be causing these issues.

Edit: After playing some more missions, it seems that I was mistaken about the neriads. They only have difficulties when they're trying to track really fast fighters like talons at close range, and that's understandable. Against everything else they work fine.
« Last Edit: November 25, 2015, 02:05:02 PM by validfrom »
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Oathseeker

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Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« Reply #756 on: November 25, 2015, 04:05:45 AM »

- The C variant of the Seksi is as intended; since the class is essentially a fast courier/blockade runner which can be used as a picket ship, it fills a very similar role to the hound.  Giving the C version worse stats didn't seem necessary.
Interesting, because I've been regarding it the strongest ship in my shadowyards frigate fleet. I love it's "float like a butterfly, sting like a bee" attitude :D. Don't get me wrong, the enlil is a reliable ship for the AI, but it's not how a man gets around!
And come to think of it, I've only lost one AI Seski in a gigantic fleet battle when I ignored his crying about low CR (you know how those frigate pilots are always bothering you with little stuff). Personally I would remove the frontal small hardpoint if you don;t want to mess with it's agility. Though it wouldn't be a mod variant anymore then.
But hey, if you like it I like it :)

Also some praise on The Clade (didn't realize it was new): Awesome ship, love the unique engines. Though I've had a bit of a tough time using it. The amount of time I spend in combat with it is quite limited since i usually have to get vary far back not to get crushed by harpoons while venting. But the concept is cool enough that I'll take the time to learn to use it.
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JohnDoe

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Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« Reply #757 on: November 29, 2015, 04:14:38 AM »

How do you use the Clade's retrodrive effectively? Currently I only use it whenever I need to travel across the battlefield, as I found using it in combat is too risky, since it drops the shield and Clade has subpar armor. This is especially true when some mods are adding in burst damage beams that deal explosive damage.
« Last Edit: November 29, 2015, 04:16:13 AM by JohnDoe »
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MShadowy

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Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« Reply #758 on: November 29, 2015, 08:22:57 PM »

Well, it's not something that I've really had too much of a problem with in the past.  Regardless, I've somewhat improved the Clade's armor in response to your query; hopefully it helps.

In any case, another dev version is up; this doesn't really add too much in terms of content, just refines some of the code and makes some tweaks to the economy.  Some of the issues with the Clades vectoring thrusters have been resolved (in particular the flickering the thrusters tended to do while under ai control) as well as the thrusty bits changing color and extending when boosted by SO.

Also, the SRA now has a market theme (courtesy of Cycerin.)

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sirboomalot

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Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« Reply #759 on: November 29, 2015, 11:06:20 PM »

- The C variant of the Seksi is as intended; since the class is essentially a fast courier/blockade runner which can be used as a picket ship, it fills a very similar role to the hound.  Giving the C version worse stats didn't seem necessary.
Interesting, because I've been regarding it the strongest ship in my shadowyards frigate fleet. I love it's "float like a butterfly, sting like a bee" attitude :D. Don't get me wrong, the enlil is a reliable ship for the AI, but it's not how a man gets around!
And come to think of it, I've only lost one AI Seski in a gigantic fleet battle when I ignored his crying about low CR (you know how those frigate pilots are always bothering you with little stuff). Personally I would remove the frontal small hardpoint if you don;t want to mess with it's agility. Though it wouldn't be a mod variant anymore then.
But hey, if you like it I like it :)

Also some praise on The Clade (didn't realize it was new): Awesome ship, love the unique engines. Though I've had a bit of a tough time using it. The amount of time I spend in combat with it is quite limited since i usually have to get vary far back not to get crushed by harpoons while venting. But the concept is cool enough that I'll take the time to learn to use it.

What kind of build do you use on your seskis, those are one of the frigates that I have a hard time keeping alive in the hands of the AI.
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Oathseeker

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Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« Reply #760 on: November 30, 2015, 05:46:11 AM »

What kind of build do you use on your seskis, those are one of the frigates that I have a hard time keeping alive in the hands of the AI.

I don't know exactly since I deleted that save. But since the shadowyards engineers decided that wet tissue paper would make the perfect armor for their ships, they die as soon as the shields go down. As such the shields are all you've got. On the seski specifically I max out flux cap and vents, extend the shield arc (keep it as omni shield though, the ai is quite competent at using it) and if possible add hardened shields. Put on some efficient energy weapons. I tend not to bother with pd on fast frigates, and if I remember correctly the seski only has one turret with a fairly small arc, which means that it often wastes a lot of flux on shooting missiles while not having enough time/power to actually destroy them.
Also try to keep them at the top of the fleet list so they get the highest ranking crew, that way their shields will be more efficient and their cr is higher.
Worked like a charm for me, they just zip around, herassing frigates while they can't get through their shields. Back them up with a couple of fighters for pd and voila!

Hope that helps.
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Aklyon

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Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
« Reply #761 on: November 30, 2015, 08:51:13 AM »

I updated to the new dev and got this bug in a nexerelin game right after start up. I'm not certain its from here, but this is the only thing I'd changed and it didn't show up with the previous version, and so far with this mod disabled it didn't show back up yet today.

starsector.log:
Code
55251 [Thread-9] INFO  sound.OOoO  - Cleaned buffer for sound music (using cast)
55432 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
55432 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
55517 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.util.ColorShifter.getCurrForBase(Unknown Source)
at com.fs.starfarer.util.ColorShifter.updateCurr(Unknown Source)
at com.fs.starfarer.util.ColorShifter.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

MShadowy

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Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
« Reply #762 on: November 30, 2015, 09:45:05 AM »

... okay.

Looks like it's having trouble finding the base campaign music for some reason.  Unfortunately I'm not how this would relate to Shadowyards, but I'll look it over and see if I can determine if it's related.
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Aklyon

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Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
« Reply #763 on: November 30, 2015, 09:47:00 AM »

I wasn't sure whether to put it here or in the bug reports area, so I put it where it wouldn't need a whole thread to itself first, sorry.

MShadowy

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Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
« Reply #764 on: November 30, 2015, 09:57:58 AM »

Just because I can't determine how it relates doesn't mean it's not related; due diligence requires I at least try and figure out if the SRA is behind it.
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