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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: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1097902 times)

ANU

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Re: [0.95.1a] Scy V1.66rc1 (2023/01/07)
« Reply #1410 on: January 07, 2023, 07:31:22 PM »

game crahed when mouse hover over modularArmor hullmod icon.

5329997 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.SCY_modularArmor.addPostDescriptionSection(SCY_modularArmor.java:93)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
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Necrodamis

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Re: [0.95.1a] Scy V1.66rc1 (2023/01/07)
« Reply #1411 on: January 10, 2023, 03:11:47 PM »

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

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

I assumed that meant you couldn't add this mod to existing saves, but this save was started with the mod, I just updated it mid-playthrough.
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Oni

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Re: [0.95.1a] Scy V1.66rc1 (2023/01/07)
« Reply #1412 on: January 10, 2023, 03:28:15 PM »

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

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

I assumed that meant you couldn't add this mod to existing saves, but this save was started with the mod, I just updated it mid-playthrough.
It means that it is not compatible with saves, as in you can't update it in an ongoing game (you can't change v1.65 to v1.66). So you can't update it mid-playthrough.
You'd have to start an entirely new game with it already at v1.66, if Tartiflette created a hypothetical v1.67 and it was save compatible then you could update the existing v1.66 save (as long as you did the proper procedure of deleting the old folder and replacing it with the new one).

Adding an entirely new mod to an existing game can be done (at least if the mod author hasn't stated that it can't), but may have missing components such as custom star systems (those are generated on the creation of a new game) which may cause problems with the mod. I think that covers most things...
« Last Edit: January 10, 2023, 03:33:41 PM by Oni »
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Tartiflette

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Re: [0.95a] Scy V1.66rc1 (2023/01/07)
« Reply #1413 on: January 16, 2023, 12:20:55 AM »

A hotfix is available for the refit bug as well as an improvement on the incompatibilities with the Scyan Engineering hullmod.
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Laf

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Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« Reply #1414 on: January 16, 2023, 11:08:36 PM »

i have found a problem after update the mod. After joining a battle for a while, you lost your shield, any ship on the battlefield can neither deal damage and receive damage. Then i try the previous version and the game works just fine so i think the problem may be caused by the mod
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SSchorik0101

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Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« Reply #1415 on: February 07, 2023, 08:35:59 AM »

Is it my imagination or does the Keto-Class' main gun take longer to fire the more you use it on top of not actually firing anywhere near as often as the description says? Every time I fire it seems to take a little longer each time. The ship is also useless in the hands of the game's AI even with a max level (not timid or cautious) officer in it. It will freak out and turn tail in the opposite direction of *any* enemy that so much as looks in its direction.
« Last Edit: February 07, 2023, 01:35:29 PM by SSchorik0101 »
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Aristedes

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Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« Reply #1416 on: March 03, 2023, 11:37:21 PM »

Nerf after nerf after nerf just like Diable, sad to see it.
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Tartiflette

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Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« Reply #1417 on: March 11, 2023, 12:41:54 AM »

Nerfs? What nerfs? Scy has been significantly buffed for 0.95, and previously the last patch that included both buffs along with a few nerfs was 1.61 back in August 2020! What are you talking about?
« Last Edit: March 11, 2023, 12:44:46 AM by Tartiflette »
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Aristedes

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Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« Reply #1418 on: March 11, 2023, 01:46:14 PM »

Nerfs? What nerfs? Scy has been significantly buffed for 0.95, and previously the last patch that included both buffs along with a few nerfs was 1.61 back in August 2020! What are you talking about?

That post was intended to go on the Diable thread. My bad.
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A_Random_Dude

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Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« Reply #1419 on: March 11, 2023, 05:12:59 PM »

Quote
Nerf after nerf after nerf just like Diable, sad to see it.

The fact that you say "just like Diable" implies that your complaint was intended for a mod that isn't DA.
« Last Edit: March 11, 2023, 05:17:08 PM by A_Random_Dude »
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Deshara

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Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« Reply #1420 on: March 11, 2023, 05:30:11 PM »

theres a reading of that that's similar to the way people would say "thats just like you to do that"
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Quote from: Deshara
I cant be blamed for what I said 5 minutes ago. I was a different person back then

Tartiflette

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Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« Reply #1421 on: March 11, 2023, 10:52:10 PM »

That post was intended to go on the Diable thread. My bad.
Diable also has been consistently buffed over the years since the big rework of April 2020 that significantly changed the faction feel (and admittedly was imperfect balance-wise, thus the regular buffs). Same as ORA. I work my balancing upwards, starting from the bottom and buffing things only were needed up to the point a faction feels right, but a lot of people can't get past their first impressions from years ago.

Additionally, the Vanilla game changed a LOT too, and it can take time to identify where to catch up.

The fact there is a meme about my way of balancing doesn't make it bad. I constantly get diametrically opposed feedback about Diable, that it is OP according those who play it with it, that it is Underpowered according those that just complain about that update from years ago, or are using a lot of mods of... varying balance paradigms. I personally think Diable is almost there: the ships are very slightly under the line, the weapons are a bit over it, and the Wanzers are fine but somewhat frustrating to use, and that's why they will receive particular attention in the next update.
« Last Edit: March 13, 2023, 12:08:42 AM by Tartiflette »
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Warnoise

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Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« Reply #1422 on: March 11, 2023, 11:54:16 PM »

That post was intended to go on the Diable thread. My bad.
Diable also has been consistently buffed over the years since the big rework of April 2020 that significantly changed the faction feel (and admittedly was imperfect balance-wise, thus the regular buffs). Same as ORA. I work my balancing upwards, starting from the bottom and buffing things only were needed up to the point a faction feels right, but a lot of people can't get past their first impressions from years ago.

Additionally, the Vanilla game changed a LOT too, and it can take time to identify where to catch up.

The fact there is a meme about my way of balancing doesn't make it true. I constantly get diametrically opposed feedback about Diable, that it is OP according those who play it with it, that it is Underpowered according those that just complain about the update from years ago, or are using a lot of mods of... varying balance paradigms. I personally think Diable is almost there: the ships are very slightly under the line, the weapons are a bit over it, and the Wanzers are fine but somewhat frustrating to use, and that's why they will receive particular attention in the next update.

Buffing upwards is the right thing to do imo. Keep it up, you're doing a good job!
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EadTaes

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Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« Reply #1423 on: March 12, 2023, 04:59:46 PM »

Reading you wont be around to update as much. Sad to hear it but life goes on.

Been playing a lot recently again this faction. Still have some gripes with some weapons but overall i dunno how much this is just a feeling but faction feels weaker now then i remember it. Vanilla creep maybe?

But my main issues are still the Hemors and Kaccs, weapons that require a ship to keep staying in harms way to deal steady damage, which seems like a clash from the hit and run tactis the faction tries to sugjest to you. which is why i LOVE the ricochet guns. Honestly I think you should add the magasine function to more weapons to synergize more strongly with how the ships seem to be built. Where they need to enter range do dmg and full out to vent flux, clicp weapons seem so much better at this style.

But 1 weapons I have is the medium Lasser torperdo lancher. If you don't put that thing on a boemianboar it's honestly useless and overpriced IMO, Sure I can get up to 12 missiles with skills and hull mod but even then I would find it difficult to pay 6 points on it on other ships.

And I still wish we have more bomber loadouts. Wings with Laser Torps and Arc missiles would be loved.

But in all you faction mod continues to be a favorite and I have a very VERY hard time not including it into my mod list, even when i plan to stir away from all scy content in my playthrough.
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Tartiflette

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Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« Reply #1424 on: March 13, 2023, 12:36:40 AM »

I don't want to change the Laser torpedo when the next game update will introduce its own version that will completely mess up mine anyway.
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