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Author Topic: [0.9.5a] Hiigaran Descendants v2.0.4/v5  (Read 469674 times)

Lopunny Zen

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Re: [0.6.2a] Hiigaran Descendants v1.0.0
« Reply #525 on: January 10, 2014, 12:38:21 PM »

can you buy dreadnaught in exerilin mod?
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Gotcha!

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Re: [0.6.2a] Hiigaran Descendants v1.0.0
« Reply #526 on: January 10, 2014, 12:40:03 PM »

I have no idea. You'll have to ask in the Exerelin threat I'm afraid.
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Gotcha!

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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #527 on: January 10, 2014, 03:34:21 PM »

[0.6.2a] v1.0.1
- LazyWizard to the rescue! Badges should now stick around on Angel Moon station until you buy them. Don't ask me of the magic behind it. I am no wizard!
  Please help me test this. I haven't had time yet. Thanks, LW. I owe you a lot.
- Skaal main laser energy cost slightly reduced.
- Sajuuk-Khar main laser energy cost reduced.
  Also added two Opat missile launchers (unremovable), eight heavy pd pulsars (unremovable) and one large missile slot on the front. Increased ordnance points, flux and venting.
  If people still think it's too weak, then they're using it wrong. ;_;

This update SHOULD be compatible with your savegame IF you first remove every weapon from any Sajuuk-Khar you might own BEFORE you install this version. (But I give no guarantees, because sometimes I overlook things.)
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Vinch

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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #528 on: January 11, 2014, 03:05:15 AM »

Hey Gotcha! I really like playing hiigarans in Exelerin but i have a small question regarding the sprites:

Do you plan to replace some model? Like the way the flak frigate frame is used for 3 ships (Toba wing, Drone Carrier and heavy Gunship), or with weapons ( pulsar beams and kinetick weapons come to mind).

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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #529 on: January 11, 2014, 06:13:29 AM »

I would if I could. The problem is that these ships were originally made by someone else, with me only refining them to make them fit better in this game.
It's the main reason why I am not adding any more ships to this mod, since they'd be kitbashes from other ships. :)
Although I maybe got an idea while I am typing this. We'll see how it'll work out. :)
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Midnight Kitsune

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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #530 on: January 11, 2014, 04:28:32 PM »

The build is NOT save compatible. I can load fine but when I unpause I get this message:
"Fatal: data.scripts.world.HiiBadgeofFriendship cannot be cast to com.fs.starfarer.api.campain.SpawnPointPlugin"
and the log states this:
Spoiler
53131 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.7 for Starsector 0.6.1a
53132 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
53133 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to ERROR
53190 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
53194 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
53194 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
53195 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
53197 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
53207 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 246.64 MB of texture data so far
53207 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
53576 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
63724 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\saves\save_Wolf_8758567212885053397...
82057 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
96449 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.ClassCastException: data.scripts.world.HiiBadgeofFriendship cannot be cast to com.fs.starfarer.api.campaign.SpawnPointPlugin
java.lang.ClassCastException: data.scripts.world.HiiBadgeofFriendship cannot be cast to com.fs.starfarer.api.campaign.SpawnPointPlugin
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]
Will test to see if it works on a new file
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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #531 on: January 11, 2014, 04:33:51 PM »

Ah, pity. :(
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Midnight Kitsune

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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #532 on: January 11, 2014, 04:41:19 PM »

Thankfully it DOES work on a new file but still is sad...
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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #533 on: January 11, 2014, 05:31:59 PM »

Well, at least it's worth starting a new game in my opinion, due to them badges not disappearing anymore. ;D
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echosierraalpha

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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #534 on: January 13, 2014, 03:34:33 AM »

yay! update!

double yay for buffs of the saajuk khar and Skaal!
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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #535 on: January 13, 2014, 05:35:58 AM »

I hope you're happy now, because when you're a high level, a single Sajuuk-Khar can destroy a gigantic Hegemony fleet with two Onslaughts in them. :'(
I tested it.

So I am doing this for you guys, because I think the balance is way, way off. >_>
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FasterThanSleepyfish

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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #536 on: January 13, 2014, 06:30:29 AM »

There needs to be a weapon balancer around here. I don't have time to calculate dps and damage multipliers over time, then repeating that process for every weapon. Wing it!
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echosierraalpha

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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #537 on: January 14, 2014, 02:45:44 AM »

to be honest Gotcha!, the sajuuk-khar is a one-off super-duper capital ship, and is the "pride of hiigara". if it isn't somewhat OP, it would be kind of a let down :P

... besides, if you go by homeworld 2 fluff, all those missiles the vaygr throw at you throughout the campaign? they are fusion. in other words, nuclear. that's right, if anything, the hiigarans as shown here are kinda nerfed.  ;D (please don't take this as a suggestion that we should buff the hiigaran ships so that it can tank nukes. while hilarious (and techinally accurate), it would be kinda game breaking)
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MesoTroniK

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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #538 on: January 14, 2014, 02:48:44 AM »

Nukes in space are not exactly very impressive, especially against armored "magic tech" space ships :)

echosierraalpha

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Re: [0.6.2a] Hiigaran Descendants v1.0.1
« Reply #539 on: January 14, 2014, 05:17:44 AM »

Nukes are generally not as impressive in terms of Area of Effect in space because there is no air to propagate the shock waves that deal the majority of the damage in terrestrial environments. However, in the case of home world 2, the missiles in question are contact-detonation nukes. the effect of those can be... very detrimental to hull integrity, not to mention crew health for the ship in question. Besides the burst in gamma and x-rays, thermal radiation and having pieces of your hull accelerated at great speeds through the rest of your ship, you also have to deal with the physical shock wave. needless to say, even if nukes can't take out multiple ships with a single shot, having one contact-detonate on your hull will mean that you, your ship and everyone in it is in for a rough day. magic tech or no :P
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