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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115616 times)

Dark.Revenant

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Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #900 on: January 27, 2016, 09:34:30 AM »

Most of SS+'s game changes can be turned off.  Which did you have in mind?
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Megas

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Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #901 on: January 27, 2016, 09:40:40 AM »

I will post SS+ feedback in its topic later, not here.  Out of time now.
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Wyvern

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Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #902 on: January 27, 2016, 12:53:44 PM »

Huh.  I really don't see what you mean by 'clashing art styles' - Shadowyards ships are visually very close to the vanilla bulbous high-tech designs.
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Wyvern is 100% correct about the math.

Nanao-kun

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Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #903 on: January 27, 2016, 01:05:11 PM »

Huh.  I really don't see what you mean by 'clashing art styles' - Shadowyards ships are visually very close to the vanilla bulbous high-tech designs.

Perhaps they look too alien for him? They do have a rather organic look to them, so it might be confusing for people who only see things as numbers.
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Megas

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Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #904 on: January 27, 2016, 01:23:23 PM »

Shadowyard ships are bright and cartoony blue and green mixed with ugly browns, and the portraits are animesque.  The art style is radically different from the base game, and do not mix well.  This alone is a reason for me not to include Shadowyard if I feel like playing with faction mods.  Another reason is few of the weapons are noticeably more powerful than standard (though not to the extent of Templars or Neutrino) or at least remove the weaknesses energy mounts have.  The mod is not bad per se, it is fairly good, but the art style makes it feel belong to another game, not Starsector.

@ Nanao-kun:  It is not because they are organic.  Some Blackrock ships have an organic look (Imaginos and Morpheus, at least) and I am fine with them.

P.S.  Shadowyards is something to include if there are not enough other faction mods available to use, like right after a major version update.  I need to give credit to MShadowy for maintaining his mod, despite my reservations on it.

P.P.S.  Shadowyards is like the commercial "South Pole, Dora the Explorer: It's What You Do - GEICO", where Shadowyards is Dora.
« Last Edit: January 27, 2016, 01:46:19 PM by Megas »
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MShadowy

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Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #905 on: January 27, 2016, 04:22:30 PM »

Okay seriously, that's enough of this derail.
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MShadowy

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Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #906 on: March 06, 2016, 10:56:03 AM »

Just a general compatibility fix, which should bring SRA phase ships up to the new standards and adds empty mount covers.

0.6.0.5 Changelog:

  • Adjusted Phase Anchor balance to 0.7.2 standards
    • Reduced flux/second build up for Shamash and Scylla to 0.08 (from 0.09)
    • Reduced flux/second build up for Hydra phase drones to 0.06 (from 0.09)
    • Increased armor of the Shamash to 300 (from 200)
    • Shamash's supplies usage increased to 7 (from 6)
    • Increased armor of Scylla to 1100 (from 600) -- low armor was causing undesirable combat behavior for both craft
    • Reduced range of Scylla's built in beam to 900 (from 1150)
  • Added USE_VS_FRIGATES to Wavepulse Cannon
  • Fixed excessive glow of Barrago impacts on the final stage projectile
  • The inert stages from the Barrago and Tusk should no longer appear on Common Radar's... Radar

« Last Edit: March 06, 2016, 11:07:57 AM by MShadowy »
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Ahne

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Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #907 on: March 06, 2016, 11:42:48 AM »

Quote
Increased armor of Scylla to 1100 (from 600) -- low armor was causing undesirable combat behavior for both craft

Thats an insane buff, something special among the shadow ships, heavy armor here but i like it.
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MShadowy

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Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #908 on: March 06, 2016, 11:57:21 AM »

It unfortunately seems to have been necessary; the relatively low armor amount compared to vanilla phase ships caused the AI with both ships to behave in highly undesirable ways, making them insanely cautious, which basically turned them into usually intangible punching bags.

Edit:  I should add that even with this buff, the Scylla still has 150 less armor than it's nearest vanilla equivalent, the Doom; it was actually the massive armor pool of that ship that eventually clued me in to what was possibly causing the undesirable behavior of "barely ever attack, cloak all the time, die"
« Last Edit: March 06, 2016, 01:10:51 PM by MShadowy »
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Kevin Flemming

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Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #909 on: March 06, 2016, 12:41:43 PM »

These look amazing, I like everything about them. The vibrant colours and exquisite shapes are a pleasant contrast to the harshness of the other (vanilla) factions. The only problem is, I can't seem to get it to work. I'm using the latest LazyLib (required for Console Commands anyhow and they are the only two "mods" being used) but upon pressing "Play Starsector" I get an error message: Fatal: Index: 0, Size: 0.

This is from the log:

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85166 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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I'm new to modding Starsector, so any help and/or simple explanations of how to fix things would be greatly appreciated. =)
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MShadowy

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Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #910 on: March 06, 2016, 01:08:30 PM »

That's a rather curious error.  I'm not entirely certain what might be causing it, but as a preliminary suggestion you might consider adding ShaderLib to your mod list; Shadowyards does not strictly require it, but it's possible that its absence is causing the error you're seeing.
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Kevin Flemming

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Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #911 on: March 06, 2016, 01:42:43 PM »

That's a rather...
...error you're seeing.

Good news! ShaderLib appears to have fixed whatever issue Starsector was having with Shadowyards. The systems are showing SYS bases and the ships are appearing in the respective markets. I might suggest a slightly-lighter shade of purple on their faction colour though, it's a little hard to see on a black background. In fact, can this be changed simply by editing lines using Notepad++? If so and it won't break anything, i can do that myself. No stranger to altering the odd value.

Now to gain some reputation with them and work towards getting some new ships.

Thank you very much for the help!

Edit: Looking at the colour codes in the .faction file, it looks to be CMYK.

Edit2: Hmm, the values are different to CMYK though. It's odd. Never seen that before.

Edit3: Okay, i think i've sussed it. The first three values act like RBG and the final is the brightness or opacity of the colour?
« Last Edit: March 06, 2016, 02:41:36 PM by kevinflemming »
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Midnight Kitsune

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Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #912 on: March 06, 2016, 02:48:55 PM »

Edit3: Okay, i think i've sussed it. The first three values act like RBG and the final is the brightness or opacity of the colour?
It is RGBA so the last one is the alpha channel IIRC
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Kevin Flemming

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Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
« Reply #913 on: March 06, 2016, 03:11:49 PM »

It is RGBA so the last one is the alpha channel IIRC

Ah, excellent. I wasn't 100% sure, as I only have basic knowledge of such things. But you learn, eventually.

Thank you!
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Kevin Flemming

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Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
« Reply #914 on: March 06, 2016, 06:30:35 PM »

Had a little play around with some colours and made things easier read (also ended up changing some of the other factions too, can't make only ONE change lol).

Just wanted to know what you might think. And of course, you're more than welcome to use the changes if you think they fit. After all, it's your mod. =)

I used a mix of the ship and crest colours. Wanted to use the green from the ships, but it wasn't blending with the others. And the purple from the crest is nice.

Edit: The images were small for some reason, silly DeviantART.

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« Last Edit: March 06, 2016, 06:33:46 PM by kevinflemming »
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