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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1123154 times)

Sproginator

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #240 on: April 23, 2013, 08:05:15 AM »

:O
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Brainbread

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #241 on: April 23, 2013, 09:21:43 PM »

The Primary wave gun doesn't seem to hit missiles! Or anything. I'm not sure its currently working with the damage you'd expect? For example, a direct shot against a Buffalo does roughly 400 damage, and feels like it has a very narrow effect, especially when compared to the projectile graphic!

Edit: Also, the Heavy Teleport + the ship spinning wildly out of control looks somewhat ridiculous. Send your ship into a turn, and let its engines get knocked out. Then teleport. The ship will maintain its orientation for the teleport, then immediately go into a ridiculous looking spin right after. Which also seems weird when you spam the teleport after =P

E: E: I'd love to try it out in a campaign mode. The ship feels very finicky, but could definitely shine with the right mods and some extra OP :3
« Last Edit: April 23, 2013, 09:30:53 PM by Brainbread »
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #242 on: April 24, 2013, 06:30:15 AM »

I've actually already gone through some rebalancing on this; with the way the weapon is scripted the damage needed to be higher than it was.  In the current dev release, the Mimirs flux capacity is at what I set as her absolute lower limit (18,000) and I think this is probably too low considering her deployment cost, so that will likely be improved upon.

As for the campaign, she is actually integrated already, with the Mimir being present in Shadowyards Armadas, as well as two new fleets; the station doesn't start off with a Mimir on hand but one may turn up after a delivery.

As for the spinning uh... no idea.  Don't think that's a problem I can help with.
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silentstormpt

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #243 on: April 24, 2013, 08:06:40 AM »

Did you make a shipsystem for it, besides the build_in weapon, if not, you can create a system for a fast flux dissipation
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #244 on: April 24, 2013, 08:39:46 AM »

The ships system is a large scale Phase Skimmer; longer range, more charges, but with a higher flux cost and some inaccuracy.
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Sproginator

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #245 on: April 24, 2013, 08:44:09 AM »

The ship spinning is a bug with the vanilla files, I've noticed it too haha
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sini002

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #246 on: April 24, 2013, 02:04:09 PM »

havent been on the forum for a little wile so i just have to say that the  Mimir looks AWSOME  :o  and the weapon you gave it looks amuasing  ;D
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Brainbread

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #247 on: April 24, 2013, 06:10:40 PM »

Also, the new cap is fantastic as a beam capital ship. Three large energy, three medium energy and a ton of PD lasers makes it far superior than most other hi tech capital ships in beaming things to death. Plus it has a main gun for doing hard damage.

Can you let us know when it'll be in the Dev version of Uomoz? I want to play Shadowyards because of this gem :3
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #248 on: April 24, 2013, 07:52:54 PM »

I'm afraid I can't say when it'll be integrated into UsC; das Uomoz is probably waiting for more balancing stuffs to happen in regards to the Mimir, with its Skimmir and its Big Gun.

Anyway, new dev version is up: Damage on the Nidhoggr Lance has been boosted.  So has the charge up and cooldown, hopefully by large enough an amount to compensate for the boost in firepower.  The Mimirs base flux capacity has been increased a bit, so those of you who care to test it let me know how that works out.

I've also replaced the sprites for the Skinwalker Fighter and Neriad Interceptor with new and fresh sprites of doom.  I hope they're to taste.

Download is available =here=
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Brainbread

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #249 on: April 25, 2013, 10:03:27 AM »

Edit: Forgot to load LazyLib when I was checking for errors. Graphical error still persists though.

Get this when i load the newest version!

Fatal: Error loading [graphic/shadow_ships/ships/ms_mimirB.png] resource, not found in [D:CD Games\Starsector\starsector-core\..\mods\shadow_ships,../starfarer.res/res,CLASPATH] Check starfarer.log for more info.


Edit: The new Dev DL is missing the "MimirB.png" which I dragged out of the previous version.

Gives the new bug when loading.

Fatal: Error compiling [data.scripts.plugins.ArmorPiercePlugin] Causing: Parsing compilation unit "com.fs.starfarer.loading.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O$1@10ebe18"


Whatever that means.

« Last Edit: April 25, 2013, 10:22:58 AM by Brainbread »
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #250 on: April 25, 2013, 10:17:56 AM »

Argh.  I thought I took that thing out already, oops.

Well, it was simple enough to fix; reuploaded without stupid oversight.

Edit: huh, I'm not getting that error.  You have Lazy Lib, yes? E: E: Wait, of course you do.  Is it up to date?
« Last Edit: April 25, 2013, 10:22:02 AM by MShadowy »
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Brainbread

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #251 on: April 25, 2013, 10:23:55 AM »

Yeah. I just had disabled all other mods when I was checking for errors. I only remembered I needed it when I was looking through the ArmorPierce code to see why it wasn't working (and saw it called up Lazy Lib, I felt like an idiot).
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Sproginator

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #252 on: April 25, 2013, 10:35:06 AM »

Wait a sec, WAVE GUN? Pics please
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- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #253 on: April 25, 2013, 10:40:25 AM »

Yeah, don't worry 'bout it.  It's mostly my own fault anyway, due to my kind of dumb urge to keep a lid on
Spoiler

my evahl baus ship recolor for Uomoz.
[close]

Wait a sec, WAVE GUN? Pics please

This thing:



Shadowyards new heavy energy weapon.

Edit:  Or maybe the Mimir's Nidhoggr Lance, which is rather like various big Wave Motion Cannons throughout anime.  Not quite sure now who you're referring too.
« Last Edit: April 25, 2013, 10:49:26 AM by MShadowy »
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Sproginator

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Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« Reply #254 on: April 25, 2013, 10:56:56 AM »

Does it shoot a waved pulse?
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A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)
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