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Author Topic: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1101140 times)

00lewnor

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Re: [0.8.1a] Scy V1.39RC2 (2018/03/04)
« Reply #1080 on: March 10, 2018, 01:04:35 PM »

I just run into some weird behaviour with modular armour:

  • Firstly the armour is not protected from AOE by shields, flash bombers (proximity charges) and ship explosions have both destroyed armour segments on my Corocotta (armoured) with the shields raised which doesn’t seem right.
  • Secondly my ship is taking hull damage between combat ending and the post battle dialog. I assume that this is how I am paying the supply cost to repair the armour and so is intended but; A) this leads onto my next point and B) if I get into another fight before I have repaired the ‘armour’ damage will I have all of my armour but hull damage or will it remember that I have full hull but missing armour?
  • Thirdly the aforementioned hull damage from lost armour seems to count towards crew casualties. In the situation that brought this to my attention I fought some domain era [REDACTED] and took no hull damage, but lost the front three armour segments, through shields, to the final ship exploding. Despite knowing that I took no hull damage the post battle dialog showed my Corocotta as damaged and told me I had lost thirty crew which, again, doesn’t seem correct.



Edit:

Two more minor things:
  • In the refit screen indicators for weapon locations are drawn underneath modular Armor components until I move my mouse near them.
  • Armor parts exploding seem to be far too energetic, especially multiple parts at the same time. The explosion easily whites out the area around them including the ship they were mounted on and any further threats incoming, is it possible to decrease the scale of the explosion? (note that I have GraphicsLib as well which I believe affects ship and module explosions)
« Last Edit: March 11, 2018, 04:17:59 AM by 00lewnor »
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Tartiflette

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Re: [0.8.1a] Scy V1.39RC2 (2018/03/04)
« Reply #1081 on: March 11, 2018, 03:47:03 PM »

Well, the armor ships are a basic implementation of the vanilla system so there isn't much I can do about any of these issues (some of which are new to me: damage to hull after the en of the combat? That really sounds weird) So sorry I'm not of much help, but those should probably be reported to Alex instead.
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00lewnor

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Re: [0.8.1a] Scy V1.39RC2 (2018/03/04)
« Reply #1082 on: March 30, 2018, 04:51:33 AM »

FYI I have posted the above weirdness into the bug reports & support forum (http://fractalsoftworks.com/forum/index.php?topic=13339.0). (Delayed due to Stellaris on sale in the humble store)

Just to be sure the armour modules are unmanned right?


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Tartiflette

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Re: [0.8.1a] Scy V1.40RC1 (2018/04/22)
« Reply #1083 on: April 22, 2018, 03:21:37 AM »

Requires LazyWizard's LazyLib.

Post Tournament Update, mostly fixes.
No save will be harmed when applying this patch.

Changelog
Spoiler
1.40

BALANCING:

 - ORION Artillery:
   . Removed ammo limitation entirely,
   . Firerate reduced from 40 rpm to 30,
   . Improved visual feedback.

BUGFIXES/IMPROVEMENTS:

 - Zone Scorcher ship debuff fixed (was reducing dealt damage too much but also reduced incoming damage)

 - Singularity Torpedoes:
   . Removed buggy spinning effect,
   . Always create the singularity at the point of impact instead of the center of the ship hit,
   . Slightly changed the Swirling calculation.
[close]
« Last Edit: April 22, 2018, 03:28:33 AM by Tartiflette »
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cjuicy

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Re: [0.8.1a] Scy V1.40RC1 (2018/04/22)
« Reply #1084 on: April 23, 2018, 02:15:36 PM »

- Singularity Torpedoes:
   . Removed buggy spinning effect,
   . Always create the singularity at the point of impact instead of the center of the ship hit,
   . Slightly changed the Swirling calculation.

hehehe... No more spinning ships I see.
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grinningsphinx

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Strange error
« Reply #1085 on: August 04, 2018, 10:18:57 PM »

Havent seen this one before, any ideas?


34492485 [Thread-4] WARN  com.fs.starfarer.codex.ui.I  - Error figuring out MIRV spec details for [SCY_phased]
org.json.JSONException: JSONObject["emp"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
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ValkyriaL

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Re: [0.8.1a] Scy V1.40RC1 (2018/04/22)
« Reply #1086 on: August 05, 2018, 01:01:34 PM »

Perhaps a good time to try this game out again, been a while, and lets grace the playthrough with Scy.  ;D
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DrakonST

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Re: [0.8.1a] Scy V1.40RC1 (2018/04/22)
« Reply #1087 on: September 06, 2018, 11:34:59 AM »

Hm... Why SCY weapons can be found on Remnants ships with DynaSector? Its just stange.

Also, found a fun anomaly. Take Lion, put on him some large miniguns, press shift and start adding some cap/vent. Miniguns start rotary animation!
« Last Edit: September 06, 2018, 12:00:08 PM by DrakonST »
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Tartiflette

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Re: [0.8.1a] Scy V1.41RC1 (2018/10/12)
« Reply #1088 on: October 12, 2018, 04:07:45 AM »

Requires LazyWizard's LazyLib.

Minor maintenance update.
No save will be harmed when applying this patch.

Changelog
Spoiler
1.41

BALANCING:

 - Armored Corocotta-class cruiser:
   . Hull-points lowered to 7500 from 8000 (same as regular Corocotta).
   . Armor rating reduced to 750 from 800 (same as regular Corocotta).

 - Hydra-class destroyer:
   . OP reduced by 15 to 75.

 - Safeties Switch ship-system:
   . It is now inadvisable to use that ship-system if the ship has the Safety Overrides hullmod is installed.

 - Ultra Heavy Energy Blaster:
   . Now fires in burst of three rather than continuously. Overall Flux and DPS unchanged.

BUGFIXES/IMPROVEMENTS:

 - Erymanthian Boar's MRM Array's missiles now have enough fuel to reach their target if fired at max range.

 - More tweaks to the Singularity Torpedo effect to avoid too much ship swinging. Now ignores fixed stations.

 - New Nexerelin starts.
[close]
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coldfire142

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Re: [0.8.1a] Scy V1.41RC1 (2018/10/12)
« Reply #1089 on: November 22, 2018, 06:10:25 PM »

Any plans to update this for 9a?
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Tartiflette

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Re: [0.8.1a] Scy V1.41RC1 (2018/10/12)
« Reply #1090 on: November 23, 2018, 12:31:57 AM »

If I had more free time...
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Maelstrom

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Re: [0.8.1a] Scy V1.41RC1 (2018/10/12)
« Reply #1091 on: November 23, 2018, 09:09:13 AM »

he said in discord that it was gonna be complex so its probably gonna take some time : /
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cjuicy

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Re: [0.8.1a] Scy V1.41RC1 (2018/10/12)
« Reply #1092 on: November 23, 2018, 04:03:23 PM »

SCY has been Tart's playbox for really crazy stuff since it started, so it is going to take time. He did push out ORA and DA updates already, so its fine. Just take your time man.
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adimetro00

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Re: [0.8.1a] Scy V1.41RC1 (2018/10/12)
« Reply #1093 on: November 23, 2018, 04:21:09 PM »

SCY has been Tart's playbox for really crazy stuff since it started, so it is going to take time. He did push out ORA and DA updates already, so its fine. Just take your time man.
I'm betting he's gonna screw around with modules and make some really sweet stuff.
(You guys remember keto's gun and hangar being breakable?)
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Tartiflette

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Re: [0.9.0a] Scy V1.50 (2018/11/24)
« Reply #1094 on: November 24, 2018, 10:46:59 AM »

Requires LazyLib
Requires MagicLib

Barebone compatibility update mostly working as intended. Only outstanding issue is the High-end Seller from the Prism Freeport that is hardly "high-end" for now.

CHANGELOG:
Spoiler
1.50

rc2: removed High End Seller from Prism Freeport due to corrupted saves
rc3:
   . fixed custom engine crash,
   . fixed name collision with proc-gen systems,
   . fixed potential crash with custom muzzle flashes,
   . added proper blueprints,

Barebone 0.9.0 compatibility update

BALANCING:

 - Nemean Lion-class battle-fortress:
   . Ship-system now also reduce damage to the armor modules depending on how many are left.

BUGFIXES/IMPROVEMENTS:

 - Massive code refactoring using MagicLib, improved performances, tweaked effects.

 - Miniguns sound improvements, especially during spin up and down.
[close]
« Last Edit: November 26, 2018, 01:19:06 AM by Tartiflette »
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