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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: [0.8a] Starsector+ 3.7.0  (Read 1325015 times)

Dark.Revenant

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Actually, Starsector+ scripts are loaded before any other mod and will therefore be overwritten in all cases.  However, you have to compile it in a jar for the load order to come into effect.
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Midnight Kitsune

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In other words, I have to put another mod into .jar file in order to overwrite yours? Fun....
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
« Reply #212 on: July 28, 2014, 08:33:14 PM »


Download Starsector+ 1.7
Download Mirror
(Requires LazyLib 1.9) (Updated!)
(Requires ShaderLib Alpha v1.66) (Updated!)

Download Interstellar Imperium 1.3 (Updated!)
Download Blackrock Driveyards 0.6.5 (Not compatible with campaign yet! Replace the jar with this for a temporary patch.)
Download Exigency Incorporated 0.59b (Not compatible with campaign yet!)
Download Citadel 0.6.4 (Not compatible with campaign yet! Replace the jar with this for a temporary patch.)


Version 1.7
  • Added Heavy Ion Blaster
  • Added Ion Torpedo
  • Added Plasma Flamer
  • Updated Interstellar Imperium campaign integration
  • Stability improvements
  • Icon added
  • Minor undocumented improvements and optimizations


Ion Torpedo [Small Missile: 6 OP]

Overflowing with power.

The Tachyon Lance is certainly an useful tool, delivering decent damage and a truckload of EMP, backed up by hard flux damage.  However, we were missing a smaller alternative to the Tachyon Lance; a weapon that does EMP and hard flux damage, but comes in a smaller slot.  This type of weapon would be overpowered in a slot that can be spammed, so naturally it's relegated to torpedo duty.  This 2-shot version is the only type of torpedo rack that has these Ion Torpedoes, making them an investment that must be carefully considered (you can grab a Reaper for just 2 OP, while this costs 6 OP for a fraction of the damage).  In practice, they are very useful for overloading capital ships that are oscillating their shields or letting the armor take the punishment, or for forcing a pesky destroyer into a defenseless state.  As a balance to their power, these torpedoes only do fragmentation damage, so if you see some coming at you, it may be worth venting before they hit to avoid overloading, since you can't gain flux while venting.  Sprites by HELMUT.


Heavy Ion Blaster [Medium Energy: 14 OP]

A serious can of whoop-ass.

This weapon is a cross between the Antimatter Blaster and the Ion Cannon.  It has no DPS to speak of, due to its horrible rate of fire, and eats up a large chunk of flux with each slot.  It does have decent burst damage; enough to put a ship on guard, but not enough to be truly threatening.  However, it does have one major advantage: crazy EMP damage.  Being hit by this weapon is absolutely devastating; multiple high-power arcs cross over the target, disabling a wide swath of systems in a single shot.  This weapon serves as a true hard-hitting support weapon, a rarity in this game.  Sprite by HELMUT.


Plasma Flamer [Medium Ballistic: 11 OP]

Flame on.

This is an interesting weapon.  I thought about doing some kind of damage-over-time effect, but I realized it would not fit in very well with Starsector, which lacks such a mechanic.  That kind of thing would be better in a total conversion or faction mod where it would be put to better use as an overarching gimmick.  For this weapon, I instead opted to create a high-DPS energy damage option for lower-tech ships that only have ballistic slots.  The range and armor penetration leaves much to be desired, but this weapon really delivers pain in terms of pure DPS, up close and personal.  It's also plain cool hot to see in action.  Sprite by HELMUT.
« Last Edit: July 29, 2014, 02:40:56 AM by Dark.Revenant »
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
« Reply #213 on: August 01, 2014, 12:41:43 PM »

In anticipation of the next version of Starsector, I have been working on redoing the fleet spawning methods.  Notably, ship roles within fleets are becoming more important.  In order to accomplish this, I have redone the variant randomizer to develop different archetypes, like Balanced or Strike or Escort.  These different archetypes use different strategies for outfitting the ship.
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Uomoz

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
« Reply #214 on: August 01, 2014, 01:04:58 PM »

Looking good! I wanna see it in action!
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Linnis

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
« Reply #215 on: August 01, 2014, 11:10:11 PM »

Been playing alot of your mod, I love it!

Anyways, I do believe that the claymore might be a little overpowered compared to the other bombers.
I am running an astral with 12-15 fighter wings. the results are obvious.

1. They rocket spam at far further range than any other bomber release their bombs.
2. They also can do strafe rocket shots, since rockets have their own propulsion this allows them a wider degree of attack.
3. Rocket spam is excellent at bypassing and busying point defense weapons, that also provide as double over for the bombers themselves since its released often at longer then point defense wep ranges.
4. The double machine guns also causes significant damage to anything thats not armor, and since its usually flying over destoryers and such, we all know dual machinegun's power at close range.
5. They don't spend nearly as much time going back to rearm and such, even from damage, because they tend not to receive any.

Even when I am in frigates a claymore wing is serious trouble, simple because of its rocket spam.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
« Reply #216 on: August 02, 2014, 01:09:21 AM »

I like having Claymores being a serious high-end (but lower-tech) bomber of death, but I'll tone down their armor/hull so they aren't so spongey.  Also going to nerf their flux stats so they can't fire the 2x machine gun as much.  And finally, I'm going to put them up to 3.5 logistics/wing instead of 3 (and make them refit much slower), so you can't have as many of them.
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Degraine

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
« Reply #217 on: August 02, 2014, 07:26:46 AM »

I've run into a problem while using SS+ today. I have the latest versions of the required libraries, and nothing else loaded. Been playing for a few hours, and now I keep getting a fatal error and this shows up in the log:

Code
791117 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Any ideas?
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
« Reply #218 on: August 02, 2014, 08:27:01 AM »

It's effectively impossible for me to know what is causing that.  For all I know it could be a vanilla bug.

What were you doing at the time?  Were you in danger of an accident?  Were you in combat?  What exactly was occurring at the moment it crashed?
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LazyWizard

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
« Reply #219 on: August 02, 2014, 08:53:22 AM »

I've run into a problem while using SS+ today. I have the latest versions of the required libraries, and nothing else loaded. Been playing for a few hours, and now I keep getting a fatal error and this shows up in the log:
Spoiler
Code
791117 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Any ideas?

That sounds like a vanilla issue that was fixed in the last hotfix. Does it say "Starsector 0.6.2a-RC3" at the top right of your screen? If not, you'll need to download the latest Starsector version from here.
« Last Edit: August 02, 2014, 09:04:54 AM by LazyWizard »
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Degraine

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
« Reply #220 on: August 02, 2014, 08:10:12 PM »

That sounds like a vanilla issue that was fixed in the last hotfix. Does it say "Starsector 0.6.2a-RC3" at the top right of your screen? If not, you'll need to download the latest Starsector version from here.

Iiiiit does not! Thanks for the tip, I'll go try that.

EDIT: Seems to have done the job.
« Last Edit: August 02, 2014, 09:28:11 PM by Degraine »
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Dark.Revenant

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[0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8 (Extra random!)
« Reply #221 on: August 13, 2014, 11:18:45 AM »

Major update!  This is done in preparation for Starsector 0.65, implementing mechanics that will later be extended to fit the new systems in the coming update.

Try out the new and improved Random Battle; it's completely insane.  Random ships with random archetypes feeding into randomized variants, on a random battlefield of random size with random factions on either side with random fleet types and random victory goals.



Download Starsector+ 1.8
Download Mirror
(Requires LazyLib 1.9)
(Requires ShaderLib Alpha v1.66)

Download Interstellar Imperium 1.31 (Updated!)
Download Blackrock Driveyards 0.6.5 (Not compatible with campaign yet! Replace the jar with this for a temporary patch.)
Download Exigency Incorporated 0.59b (Not compatible with campaign yet!)
Download Citadel 0.6.4 (Not compatible with campaign yet! Replace the jar with this for a temporary patch.)


Version 1.8
  • All AI ships vent more often
  • New variant randomizer
  • Randomized variants can take many configurations, such as "Strike" or "Close Support"
  • Ship roles and fleet compositions revamped
  • Arcade ship variants are now randomized
  • Most preset variants removed from the campaign; procedurally-generated variants are now the norm
  • Completely revamped Random Battle mission; now spawns two random SS+ factions with randomized ships and variants on a randomized map, with random battle sizes and fleet goals
  • Blackrock Driveyards update implemented
  • Citadel update implemented
  • Exigency Incorporated update implemented
  • New sounds for the Heavy Mauler and Mjolnir Cannon
  • Flare Gun now has specialized anti-missile AI
  • New backgrounds for the arcade and random battle missions
  • Claymores nerfed in all-around toughness
  • Plasma Flamer flux/second decreased to 400 from 500
  • Ion Torpedo now does 1000 hard flux if it hits shields, instead of the full 2000
  • Heavy Ion Blaster damage reduced to 400 from 500; secondary arcs do one third the EMP and a quarter the damage it used to do (it still whacks weapons nicely, though)
  • Gladius CR to deploy increased to 6% from 5%
  • Warthog CR to deploy increased to 7% from 6%
  • Claw CR to deploy increased to 7% from 6%
  • Claymore wing supplies/day decreased to 3.5 from 4; CR to deploy increased to 9% from 8%
  • Halberd wing supplies/day decreased to 3.75 from 4.5; CR to deploy decreased to 7% from 8%
  • Minor polishing improvements
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ValkyriaL

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8 (Extra random!)
« Reply #222 on: August 13, 2014, 12:49:42 PM »

Can i ignore this AI venting thing somehow? it overrides my system AIs that tells certain ships of mine to NOT vent because the system they have relies on them not doing so, and honestly i think the AI vents a little TOO much now, they barely give themselves time to raise their shield or even fire a single salvo before they vent again, atleast my ships do that, don't know about others yet. :P
« Last Edit: August 13, 2014, 12:54:50 PM by ValkyriaL »
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Dark.Revenant

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[0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.1 (Extra random!)
« Reply #223 on: August 13, 2014, 04:24:02 PM »

Fixed the venting AI and did some other miscellaneous improvements.


Download Starsector+ 1.8.1
Download Mirror
(Requires LazyLib 1.9)
(Requires ShaderLib Alpha v1.66)

Download Interstellar Imperium 1.31 (Updated!)
Download Blackrock Driveyards 0.6.5 (Not compatible with campaign yet! Replace the jar with this for a temporary patch.)
Download Exigency Incorporated 0.59b (Not compatible with campaign yet!)
Download Citadel 0.6.4 (Not compatible with campaign yet! Replace the jar with this for a temporary patch.)


Version 1.8.1
  • Vent AI improved
  • Random Battle fleet balancing improved
  • Ship explosions improved
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Dark.Revenant

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[0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2 (Extra random!)
« Reply #224 on: August 13, 2014, 08:12:10 PM »

Sorry about the extra upload, but it's necessary.  Found yet more issues, but it's way better than it started.  Enjoy the challenge.


Download Starsector+ 1.8.2
Download Mirror
(Requires LazyLib 1.9)
(Requires ShaderLib Alpha v1.66)

Download Interstellar Imperium 1.3.1 (Updated!)
Download Blackrock Driveyards 0.6.5 (Not compatible with campaign yet! Replace the jar with this for a temporary patch.)
Download Exigency Incorporated 0.59b (Not compatible with campaign yet!)
Download Citadel 0.6.4 (Not compatible with campaign yet! Replace the jar with this for a temporary patch.)


Version 1.8.2
  • Additional Vent AI improvements
  • AI weapon grouper improved
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