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Author Topic: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1115367 times)

Noobishnoob

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Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« Reply #1395 on: February 19, 2022, 02:33:21 AM »

Hi I wanted to inform the author that whilst attacking a High Tech Station with a Keto siege carrier i got a fatal error -1

10051181 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at com.fs.starfarer.combat.entities.ship.A.void.getSprite(Unknown Source)
   at data.scripts.weapons.SCY_ketoMainEffect.dot(SCY_ketoMainEffect.java:211)
   at data.scripts.weapons.SCY_ketoMainEffect.advance(SCY_ketoMainEffect.java:121)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

was wondering if one of my files died out or no?
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OneQuestion

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Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« Reply #1396 on: May 05, 2022, 12:25:42 PM »

This is a certified must-have mod, and i was rootin around a bit and

So i personally think that the lightweight armor hullmod is pretty bad, with all its downsides.

I managed to modify it and have starsector compile it so that i dont get the deployment cost debuff.
But as i was changing stuff, i noticed that stuff like the getarmorbonus and getacceleration are multiplied by 0.01f, and i just gotta ask, what's up with that?

I've tried reading up on modding of this game and stuff but i cant for the love of me find an answer. Just curious.
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Tartiflette

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Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« Reply #1397 on: May 07, 2022, 12:04:27 AM »

"+10% acceleration" translate to a multiplication by "1 + 10%/0.01" so to speak, or 1.1 in the end.
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Moth

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Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« Reply #1398 on: May 11, 2022, 12:46:11 PM »

Hey i just wanted to ask if the mod works even tho its for a difrent game version.
it says its for RC4 but i have RC6 and it says that it might work but they may be some problems.
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Just a random Moth

SpaceDrake

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Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« Reply #1399 on: May 11, 2022, 12:49:25 PM »

Hey i just wanted to ask if the mod works even tho its for a difrent game version.
it says its for RC4 but i have RC6 and it says that it might work but they may be some problems.

The message is being cautious. The current version works just fine.
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Moth

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Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« Reply #1400 on: May 11, 2022, 01:02:58 PM »

Hey i just wanted to ask if the mod works even tho its for a difrent game version.
it says its for RC4 but i have RC6 and it says that it might work but they may be some problems.

The message is being cautious. The current version works just fine.

thank you i just didn't know if it will work i new to starsector and i still can't figure out a few things
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Just a random Moth

MagicKamek

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Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« Reply #1401 on: May 29, 2022, 10:30:32 AM »

Can coasting missiles actually be remote controlled as the description says? if so - how?

Thankyou in advance mr Tartiflette!
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I like to play heavy carrier style fleets with very strong AA and a couple of assault-linebreaking ships

Killsode

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Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« Reply #1402 on: May 29, 2022, 08:29:47 PM »

Can coasting missiles actually be remote controlled as the description says? if so - how?

Thankyou in advance mr Tartiflette!

thats probably taking the fluff description a little too seriously? they have homing iirc
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epsilonflash

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Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« Reply #1403 on: September 18, 2022, 02:18:25 AM »

Repeatedly getting this error seemingly at random while fighting SCY fleets

Spoiler
900096 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -2
java.lang.ArrayIndexOutOfBoundsException: -2
   at com.fs.starfarer.combat.entities.ship.A.void.getSprite(Unknown Source)
   at data.scripts.weapons.SCY_ketoMainEffect.dot(SCY_ketoMainEffect.java:211)
   at data.scripts.weapons.SCY_ketoMainEffect.advance(SCY_ketoMainEffect.java:121)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
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TheLemu

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Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« Reply #1404 on: November 04, 2022, 11:20:00 AM »

There's a bug when you install Split Chamber hullmod from More HullMods onto the Nemean Lion ship.
Whenever the ship is venting or holding fire, pressing the fire button causes the flux tank to fill up by ~50%, which can be done repeatedly until it overloads.
It wouldn't be that bad if not for the fact that weapon groups with autorife seem to almost always trip this bug, because they're trying to fire as soon as venting is complete/hold-fire order was retracted and before the armor plates fully extend outwards. This makes actually getting rid of flux borderline impossible.
I know that mods colliding is nothing new, but this one seemed too peculiar not to report.
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MrNage

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Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« Reply #1405 on: November 20, 2022, 07:25:51 AM »

Not exactly a bug, but I noticed in the description that the Akhlys' were meant to have 2 guns, yet they don't. They even have a hardpoint for that 2nd gun shown on the ship sprite, which I assume is another Nano.

Edit: also, you misplaced their shipsystem in the CSV.
« Last Edit: November 20, 2022, 07:35:36 AM by MrNage »
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Tartiflette

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[0.95a] Scy V1.66rc1 (2023/01/07)
« Reply #1406 on: January 07, 2023, 06:12:29 AM »


This is a minor update to iron out a few remaining kinks.

Changelog

1.66

 - Removed the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods, moved them to the Torchships And Deadly Armaments mod.
 - Added two tiny outpost stations in vanilla sectors to increase Scy's presence outside of Acheron, particularly with Nexerelin.

BALANCING:
 - Mild miscellaneous buffs to:
   . LVDS (range)
   . Laser Torpedo Rack (op)

 - Siren-class cruiser:
   . Base number of special teleporting shells reduced to 4 from 5. (regeneration unchanged at 50s per ammo)
   . Toggling off the Siren ship system without firing returns the unused charge and negates the cooldown.
   . Teleporting shell now only deals Frag damage. (to make it more usable to save an over-extended allied ship)

BUGFIXES/IMPROVEMENTS:
 - Added a stat display to the Modular Armor hullmod
 - Fixed missing stealth mechanic for the player fleet.
 - Hopefully finally fixed the Keto's main gun crash.
 - Fixed missing system for the Aklys fighter.
 - Clarified many short descriptions and stats.
[close]


THIS UPDATE IS NOT SAVE COMPATIBLE!
Earliest save compatible version: 1.66

Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib

To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Scy and/or change it however they want.

In the meantime, Scy's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.
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SpaceDrake

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Re: [0.95.1a] Scy V1.66rc1 (2023/01/07)
« Reply #1407 on: January 07, 2023, 06:56:09 AM »

See comment in the MagicLib thread. You do what you need to do to keep things engaging and interesting for you. Everyone appreciates what you've done for the game over the years, and thank you for updating!
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Necrodamis

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Re: [0.95.1a] Scy V1.66rc1 (2023/01/07)
« Reply #1408 on: January 07, 2023, 01:18:04 PM »

New crash report: when attempting to load an existing save after updating, I get an error and CTD stating that it could not find a hullmod light armor for the player, even after downloading and installing the patch in the forum posted before this comment.

Fatal: Hullmod with id [SCY_lightArmor] not found for faction [player]
Check starsector.log for more info
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Oni

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Re: [0.95.1a] Scy V1.66rc1 (2023/01/07)
« Reply #1409 on: January 07, 2023, 01:25:58 PM »

.... when attempting to load an existing save after updating....

... the update says that it's not save compatible.  ???
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