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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96a-RC10] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible  (Read 256492 times)

Zudgemud

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Re: [0.96a-RC10] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
« Reply #225 on: December 23, 2021, 04:55:18 AM »

New version available for download here.

This version is mostly bugfixes and some other mod compatiblity that expands on the faction fluff.

Added compatiblity with the commissioned crews mod: P9 crews gives a slight passive shield dissipation bonus.
Added compatiblity with magic bounty from magiclib: Mission for a custom ship that can be found in P9 bars at level 10 assuming you are very friendly (+55 rep) with the P9 Colony group and unfriendly with Tri-Tachyon (-20 rep).

Fixed the Tartif jelly ship:
   Ship now has a rightclick EM pulse to pop incoming missiles, weapons, engines and fighters.
   Ship now has resistance to nearby hull explosions so you ramming that damaged Buffalo II is not as likely to also pop your ship, boink capitals at your own risk though.


Added a P9 converted Wolf (a Wolf but better flux and even more fragile!)


Added a P9 converted Buffalo (for fluff reasons, it is still just a Buffalo)


Samaa DSI shieldpopping laser is now more visible, but sadly still as unreliable as before. This has been somewhat clarified in the weapon description.
Added description for several things that missed it, for example the faction itself.
Adjusted existing descriptions to fit faction lore.
The AI is now more prone to use Pexp launchers.
Put P9 weapons in their own category.
Gave P9 phase ships the phase tag.
I think I fixed the linux crash bug related to .PNG instead of .png, but I cant check it myself.
More minor bug fixing and minor tweaking that I cant remember.

Not extensively playtested in the latest version of the game so please tell me if something breaks so that I can fix it.

Thanks for all the feedback so far!
« Last Edit: May 26, 2023, 12:43:10 PM by Zudgemud »
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juzek666

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Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
« Reply #226 on: December 23, 2021, 07:28:28 AM »

Quote
I think I fixed the linux crash bug related to .PNG instead of .png, but I cant check it myself.

For me this bug still exists. The file still is named pn_dsi_turretbase59.PNG instead pn_dsi_turretbase59.png.
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Orangeinc

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Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
« Reply #227 on: December 28, 2021, 10:14:45 PM »

Anyone else noticing issues with the korlo maxing out at speed 1 after using the phasing system once? Haven't tested with the other phase ships, but it happens with and without phase skills, on player and when ai uses it as well.
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Zudgemud

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Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
« Reply #228 on: December 28, 2021, 10:58:43 PM »

Anyone else noticing issues with the korlo maxing out at speed 1 after using the phasing system once? Haven't tested with the other phase ships, but it happens with and without phase skills, on player and when ai uses it as well.

I never tested that phase system in the newest version of the game so there might be something fishy with it and/or how it interacts with skills. I'll investigate and post an update if needed.
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Zudgemud

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Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
« Reply #229 on: December 29, 2021, 05:45:29 AM »

Found the bug and squashed it.

Updated version available here and in the OP.

Fixed the custom phase systems bugging out by simply giving them the vanilla scripts and system parameters.

Again I tried to fix the pn_dsi_turretbase59.png issue for Linux users, this time by opening the file in a text editor and saving it as a .png file, so hopefully that works instead?

Made the projectiles of the following guns easier to see.
SK-S
SK-M
SK-L
P9-vulcan
P9-EMP vulcan
P9-double vulcan
PEXP launcher

Not extensively playtested in the latest version of the game so please tell me if when something breaks so that I can fix it.

Thanks for the feedback!
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grinningsphinx

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Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
« Reply #230 on: January 24, 2022, 07:16:23 PM »

P9 disabler shields are a little too good.
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DuckSoup

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Found the bug and squashed it.

Updated version available here and in the OP.

Fixed the custom phase systems bugging out by simply giving them the vanilla scripts and system parameters.

Again I tried to fix the pn_dsi_turretbase59.png issue for Linux users, this time by opening the file in a text editor and saving it as a .png file, so hopefully that works instead?

Made the projectiles of the following guns easier to see.
SK-S
SK-M
SK-L
P9-vulcan
P9-EMP vulcan
P9-double vulcan
PEXP launcher

Not extensively playtested in the latest version of the game so please tell me if when something breaks so that I can fix it.

Thanks for the feedback!

FWIW, I was still getting that Linux error even after downloading the latest, but I think I know what might have happened.

There are 2 locations where that pn_dsi_turretbase59.png is located.

Code
pn54a/graphics/pn/weapons/pndsilaser
and
Code
pn54a/graphics/pn/weapons/pndsilaser/v1

My guess was maybe the first location was updated but not the second? Not sure, but it was the second one "v1" that had the file still named .PNG. I renamed that to .png and it resolved the issue.
« Last Edit: March 10, 2022, 09:07:02 AM by DuckSoup »
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MrMagolor

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There's an issue with the P9 Starliner-Mod: It still counts as a civilian-class ship in spite of being suitable for combat, meaning it might as well have a Timid officer in combat.
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A_Random_Dude

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Hi, I wanted to ask a quick question. So, I found one of those phase cruisers (the Korlo) the other day, and while looking at it's stats and everything, I noticed that it's Phase Boost ability didn't have any description to it. While testing the ship in sim, it looked like a simple phase cloak but I'm still wondering: is this really all it does, or is there something more that I didn't see?
« Last Edit: May 24, 2022, 06:51:27 AM by A_Random_Dude »
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Zudgemud

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So, a new version is out which you can download Download here or from the first page.

Fixed:
Korlo-SKT now has a normal phase drive, the old one was bugged since the phase changes and I just forgot to change it in the live version.
Spore MkIII fighters have been nerfed, they are still quite potent but now their guns do not have the firepower of a large mount.
T3-support cannon is now actually a dedicated PD weapon and will act like it.
Yet again I tried to fix the Linux issue, someone with Linux tell me if you still crash due to that naming issue.

I also added another dedicated PD ship because I think they are fun, I'm sorry if you dont feel the same way.




There's an issue with the P9 Starliner-Mod: It still counts as a civilian-class ship in spite of being suitable for combat, meaning it might as well have a Timid officer in combat.

Give it militarized subsystems or stick an aggressive or reckless officer in it and it should work like a more normal ship, might also work if you change your fleet doctrine to agressive or reckless.

It was originally made to exploit the old synergy between civilian hulls and the PD-skills and escort hullmod while still shoring up a hole in the P9 lineup (no spare crew). But I think those skills and hullmods has been reworked in this version and now the main benefit is that is has a bunch of crew, counting as a civilian ship for skills while still being an excellent PD platform.


Hi, I wanted to ask a quick question. So, I found one of those phase cruisers (the Korlo) the other day, and while looking at it's stats and everything, I noticed that it's Phase Boost ability didn't have any description to it. While testing the ship in sim, it looked like a simple phase cloak but I'm still wondering: is this really all it does, or is there something more that I didn't see?

This has been bugged for a while because it used to give a burn drive-like speed boost while phased, but it was broken by the phase changes and made the ship incompatible with the relevant skills and hullmods, so I changed it in my own dev version some time back and forgot about it, whoops.
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FizCap

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I won't lie to you, those are some beautiful looking ships
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alaricdragon

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Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
« Reply #236 on: January 17, 2023, 07:51:26 PM »

just so you know, this mod will crash on new game start when used with Arthrs_Faction_blender: 'Arthrs Pirates But Epicer' version. it works fine with: 'Arthrs Pirates But Epic' version though.
don't know if I should be posting this here or there, so I posted this here. because i already had it open.
cool mod. i like it.
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Jishin

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I just want you to know that I love your mod. I look forward to the update and you add music at some point.
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Zudgemud

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So I updated the mod to 0.96a-RC10 and everything seems to work fine, no time for extensive playtesting however so there might be some bug somewhere.

I also added a russuan translated version by WhitePulsar which also seems to work fine.

You can find both new versions in the OP and if you encounter any issues please post them here so that I can attempt to fix them.

Some minor fixes:
-Added a normal EMP to the RS EMP drone.
-Added normal built in expanded magazines for the EBM because that is functionally mostly the same but allows one to build it in with story points for extra bonus recharge.
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KDR_11k

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There's a typo in the download link.
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