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Author Topic: [0.96a] Red - the Oculian Armada (0.10.0-RC2) Mod  (Read 352723 times)

A_Random_Dude

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Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« Reply #315 on: June 17, 2022, 01:32:02 PM »

Go into the mod's folder, look for graphics, then portraits. Here, you'll see all the portraits the mod uses for it's officers/special characters, etc
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Brainwright

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Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« Reply #316 on: June 17, 2022, 02:04:30 PM »

You can also go into the data/world/factions folders and modify the .faction files.  It can be more or less work, depending on whether you just want to delete large portions of the faction file or get rid of it entirely.
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trstrs

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Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« Reply #317 on: September 09, 2022, 10:33:58 AM »

Follow RED from first versions and always find it interesting. Now, what your planning on mikante version of Etana or Pandora? Despite weapon and wing limitation ships can take varios roles(especially fun with Super capital). Second question about Utena, i really don't play phased and don't understand the very concept of it, but usually phased ones have armour or good speed, it does not.

PS Pandora with full Loach wings sends enemy big guys to sleep quite easily. Fun everything for fun. 
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MagisterRex

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Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« Reply #318 on: October 15, 2022, 08:26:53 PM »

An issue with some ship systems - namely the Strikecraft Overclock on Chimex
When it activates, my FPS tanks HARD. Everything works fine until then (as much as the entire screen covered in missiles and drones can be that is :D)
Same issue with the Blue/XLU Supercarrier
Running 0.9.2b
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Frosterus

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Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« Reply #319 on: October 16, 2022, 10:05:50 PM »

The average faction mod uses like what, 100 mb of VRAM? So I wouldn't exactly call your mod "free", in terms of system requirements.

Though it's also not a very big deal either.
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A_Random_Dude

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Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« Reply #320 on: October 17, 2022, 07:16:56 AM »

It's not a question of system requirement, but lib dependency and all that stuff. English isn't Protonus' first language, so it wouldn't surprise me if it's just a translation mistake.
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Trinary0

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Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« Reply #321 on: February 20, 2023, 02:11:09 PM »

The Star Fortress in Adalie is actually ridiculous. How exactly is anyone supposed to assault this and live? It has massive layered shields, rotates very quickly so it can constantly vent flux on the back side, does way more damage than any ship or lesser station does, and has very distributed parts so you have to pick at dozens of points to disable it enough to even get breathing room.

I get you want to have red-haired anime girls giving out cookies. There's nothing wrong with that. The ships can be wacky but are perfectly fine to me. But can this be looked at for future releases?
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HopeFall

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Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« Reply #322 on: March 13, 2023, 09:36:36 PM »

The mod file is called Oculian Armada. Could you ask Alex to alter the index name to be something like "Red - Oculian Armada" for better clarification?
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Protonus

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[0.96a] Red - the Oculian Armada (0.9.3) Mod
« Reply #323 on: May 18, 2023, 05:09:22 AM »

Yeah, this patch is going to address the station problems, probably. And some balance passes to make certain ships interesting.

Red
Download: RAR / ZIP
Version 0.9.3
Spoiler
Quote
   Updated for version 0.96a-RC9.
   Campaign:
      Oculian Station:
         Flux stats have been shuffled to make gaps more pronounced and compensate with the general efficiency buffs on weapons.
         Shields are standardized to the base value as shield resistance is moved towards resisting beam weapons than just energy.
         Shield Modules are changed towards being high cap/low vent to have them behave more like armor than shields.
         Pillar Guard:
            Flux Capacity increased from 4000 to 5000.
            Flux Dissipation reduced from 400 to 250.
            Shield Efficiency reduced from 0.8 to 1.
            Ordinance Points reduced from 200 to 50.
         Weapons Platform:
            Flux Capacity increased from 12000 to 14000.
            Flux Dissipation reduced from 1000 to 700.
            Shield Efficiency reduced from 0.8 to 1.
         Basic Ring Segment:
            Flux Capacity increased from 6000 to 9000.
            Flux Dissipation reduced from 750 to 450.
            Shield Efficiency reduced from 0.8 to 1.
         Star Fortress Ring Segment:
            Flux Capacity increased from 8000 to 12000.
            Flux Dissipation reduced from 1000 to 800.
            Shield Efficiency reduced from 0.8 to 1.
         Shield Module:
            Flux Capacity increased from 10000 to 18000.
            Flux Dissipation reduced from 1000 to 300.
            Shield Efficiency reduced from 0.8 to 1.
            Ordinance Points reduced from 200 to 50.
         Hangar Module:
            Flux Capacity increased from 6000 to 7000.
            Flux Dissipation reduced from 750 to 350.
            Shield Efficiency reduced from 0.8 to 1.
         Hangar Command:
            Flux Capacity increased from 9000 to 10000.
            Flux Dissipation reduced from 900 to 500.
            Shield Efficiency reduced from 0.8 to 1.
   Ships:
      Reduced Engine sound volume slightly more across the board.
      Autonomous Drone:
         Now displays Sensor strength bonus.
         Added Weapon/Engine repair speed bonus by mathematically 33% (-24.82~% = 1 / (1 + bonus)).
         Added Sensor profile reduction by 10.
         Reduced Sensor strength from 20 to 10.
      Oculian Hull:
         Added Hull and Armor damage resistance against Beam weapons by 10%.
         Added Shield resistance against Beam weapons by 25%.
         Shield damage taken from Energy type reduced from 25% to 15%.
      Kitted Gretly Buster:
         When S-modded, increases death explosion further, also increases flux capacity and shield efficiency.
      Overdriven Clock Systems:
         When S-modded, reduces penalties significantly and gives a flatout hull and armor damage resistance.
      Overdriven Clock Systems:
         When S-modded, reduces penalties damage penalty and increases beam damage regardless of faction.
      Sconis:
         Medium Energy mount is changed to Medium Synergy.
         Flux Capacity increased from 2500 to 4000.
         Flux Dissipation reduced from 300 to 200.
         Ordinance points increased from 50 to 55.
         Shield Efficiency increased from 0.9 to 0.7.
      Tsundere:
         Armor reduced from 200 to 150.
         Flux Capacity increased from 4000 to 5000.
      Basilix:
         Top Speed increased from 75 to 80.
         Acceleration reduced from 75 to 70.
         Maximum Turn Speed increased from 50 to 60.
         (Mi):
            Fleet point cost reduced from 20 to 18.
            Top Speed increased from 75 to 80.
            Acceleration reduced from 75 to 70.
            Maximum Turn Speed increased from 50 to 60.
      Chimex:
         Armor reduced from 600 to 450.
         Flux Capacity increased from 4500 to 6000.
         (Mi):
            Fleet point cost reduced from 18 to 15.
            Armor reduced from 600 to 450.
            Flux Capacity increased from 5500 to 7500.
      Dorothyx:
         Flux Capacity increased from 6000 to 7000.
         Top Speed reduced from 65 to 50.
         Acceleration increased from 55 to 100.
         Deceleration increased from 30 to 75.
         Maximum Turn Speed increased from 25 to 60.
         Turn Acceleration increased from 20 to 40.
      Ignix:
         CARRIER and COMBAT tags removed.
         Engine count increased from 3 to 7.
         Hull reduced from 6000 to 4000.
         Armor reduced from 600 to 350.
         Flux Capacity increased from 4000 to 5000.
         Flux Dissipation reduced from 250 to 200.
         Shield Arc increased from 240 to 300.
         Shield type changed from Omni to Front.
         Shield Efficiency increased from 0.9 to 0.7.
         Top Speed increased from 60 to 90.
         Acceleration increased from 45 to 75.
         Deceleration reduced from 35 to 45.
         Maximum Turn Speed increased from 40 to 60.
         Turn Acceleration increased from 20 to 30.
      Evalyx:
         Top Speed increased from 70 to 80.
         Phase Upkeep generation reduced from 0.06 to 0.03.
      Amina:
         Flux Capacity increased from 14000 to 15000.
         Top Speed increased from 70 to 80.
         Acceleration reduced from 60 to 40.
         Deceleration reduced from 40 to 30.
         Maximum Turn Speed increased from 50 to 60.
      Chimaria:
         Flux Dissipation reduced from 650 to 500.
         Shield Upkeep reduced from 0.5 to 0.3.
      Etna:
         CARRIER, COMBAT and NO_AUTO_ESCORT tags removed.
      Nadia (Mi):
         Fleet point cost reduced from 32 to 28.
      Utena:
         Flux Dissipation reduced from 1000 to 800.
         Titanic Phase Columns:
            Added Energy damage resistance by 10%.
            Speed bonus increased from 50 to 60. (Manueverability increased accordingly)
      Pandora:
         Designation changed from Flagship to Dreadnought Carrier.
      Dulcena:
         Base Supply Maintenance/Repair cost reduced from 74 to 65.
   Wings:
      Loach (and Mi):
         Phase Initial Cost generation increased from 0.02 to 0.08.
         Phase Upkeep generation reduced from 0.04 to 0.03.
   Weapons:
      Glint:
         Flux generation reduced from 40 (200) to 35 (175).
      Pirouette:
         Flux per shot reduced from 25 to 15.
      Fouette:
         Flux per shot reduced from 30 to 25.
      Shiredain:
         Flux per shot reduced from 250 to 225.
      Blita:
         Damage per shot reduced from 60 to 50.
         Flux per shot reduced from 40 to 25.
         Cooldown per shot increased from 0.25 to 0.33.
         Spread is removed and shots have perfect accuracy.
      Gleam:
         Flux generation reduced from 140 (1400) to 100 (10
      Prima:
         Damage per shot reduced from 80 to 75.
         Flux per shot reduced from 50 to 45.
         Charge up delay reduced from 0.15 to 0.125.00).
      Glistal:
         Flux generation reduced from 300 (4500) to 200 (3000).
      Kurtina:
         Damage increased from 240 to 270.
         Flux per second reduced from 150 to 135.
      Vira:
         Flux per shot reduced from 60 to 40.
         Cooldown per shot increased from 0.125 to 0.2.
         Spread is removed and shots have perfect accuracy.
      Pixie:
         Flux per shot reduced from 150 to 130.
      Fairy:
         Flux per shot reduced from 200 to 180.
      Freya:
         Flux per shot reduced from 310 to 290.
      Nicor:
         Flux per shot reduced from 180 to 160.
      Flandrey Beam Cannon:
         Flux per second reduced from 945 to 840.
[close]

Ocutek Pirates Addon:
Download: RAR / ZIP
Version 0.3.0a
Quote
   Updated for version 0.96a-RC9 and Red 0.9.3.
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KDR_11k

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Re: [0.96a] Red - the Oculian Armada (0.9.3) Mod
« Reply #324 on: June 01, 2023, 11:07:50 AM »

When I mouse over an Oculian weapon for the first time after loading the game it plays the "low combat readiness" alarm sound effect, is that some debug thing left in the class initializer?
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Protonus

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[0.96a] Red - the Oculian Armada (0.10.0-RC1) Mod
« Reply #325 on: July 17, 2023, 12:48:21 AM »

When I mouse over an Oculian weapon for the first time after loading the game it plays the "low combat readiness" alarm sound effect, is that some debug thing left in the class initializer?

I fixed it. It was attempting to remove a built-in hullmod for a specific wing.


Also, some changes have been made to make the Red fights barely playable. I guess.
Red
Download: RAR / ZIP
Version 0.10.0-RC1
Spoiler
Quote
   Shield Overhaul Update
   Campaign:
      Atalie Pax:
         Dwarf star is larger.
         Orbits are slightly larger.
      Atalie II-B:
         Planet size increased from 4 to 5.
         Added Heavy Batteries and Commerce.
         Patrol HQ, Waystation and Light Industry have Gamma Cores.
         Orbital Station upgraded to Battlestation.
      Atalie III-A:
         No Atmosphere condition replaced with Thin Atmosphere.
         Mild Climate added.
         Mining and Refining Alpha Cores replaced with Beta Cores.
         Fuel Production loses Synchrotron but gets an Alpha Core.
         Removed Waystation but Spaceport is upgraded to Mega Port.
      Haelim II Minor:
         Now Barren-Bombarded.
         Very Cold condition replaced with Thin Atmosphere.
         Has Ground Defenses with Gamma Core.
         Mining and Population has Gamma Cores.
      Orbital Assembly Matrix:
         Ground Defense bonus increased from 10% to 20%.
   Ships:
      Added the Photon Shielding:
         A permanent skinshield that passively protects Oculian ships from damage.
         Scales with Hull and Flux Capacity for Health and Dissipation for Regeneration.
         Most ships with shields will have them removed, with stats changed to reflect it.
            Usually around speed as it influences (or the lack of) Flux majorly.
         Variants with Hardened Shields are changed.
         Resistances are the same as the old shields but Energy resistance is increased to 80%.
         EMP damage does affect these shields.
      Oculian Hull:
         Added Non-shield Energy resistance by 20%.
         Removed PD weapon AI "bonus" due to redundancy and forced usage.
         EMP resistance increased from 25% to 50%.
         Non-shield Beam resistance increased from 10% to 20%.
         Supply Cost for Maintenance and Repair reduced from 33% to 40%.
         Mikanate variants will have reduced Supply costs as well by 10%.
      Overdriven Clock Systems:
         Removed Shield movement bonus removal. Proxied from Oculian Hull.
      Oculian Crystalline Core:
         Can now be installed without true shields.
      Mikanate Core variants:
         Will now refuse to show up in the Hullmod tab since they are not supposed to be seen.
      Chimly:
         Top Speed reduced from 140 to 120.
         Acceleration reduced from 180 to 150.
         Deceleration reduced from 140 to 120.
         Maximum Turn Speed reduced from 100 to 90.
         Turn Acceleration reduced from 150 to 120.
         (Mi):
            Flux Capacity increased from 2000 to 3000.
      Prily:
         Top Speed reduced from 240 to 200.
         Acceleration reduced from 270 to 240.
         Deceleration reduced from 200 to 160.
         Maximum Turn Speed reduced from 175 to 150.
         Turn Acceleration reduced from 350 to 300.
         (Mi):
            Flux Capacity increased from 3000 to 4000.
            Top Speed reduced from 200 to 180.
            Acceleration reduced from 220 to 200.
            Turn Acceleration reduced from 250 to 240.
      Chimis:
         Flux Capacity reduced from 3600 to 3500.
         Top Speed reduced from 90 to 80.
         Acceleration reduced from 105 to 90.
         Deceleration reduced from 90 to 70.
         Turn Acceleration reduced from 50 to 40.
         (Mi):
            Flux Capacity increased from 4000 to 4500.
            Top Speed reduced from 90 to 70.
            Acceleration reduced from 95 to 80.
            Deceleration reduced from 80 to 60.
            Turn Acceleration reduced from 50 to 40.
      Sophis:
         Top Speed reduced from 150 to 140.
         Acceleration reduced from 150 to 140.
         Deceleration reduced from 120 to 105.
         Turn Acceleration reduced from 55 to 50.
      Sconis:
         Ion Burst Drive ship system is replaced with Ion Cruise Jets.
         Flux Capacity increased from 3000 to 4000.
         Top Speed reduced from 180 to 160.
         Acceleration reduced from 160 to 140.
         Deceleration reduced from 140 to 125.
      Lemphis:
         Flux Capacity increased from 5000 to 6000.
         Top Speed reduced from 160 to 150.
         Acceleration reduced from 160 to 150.
         Deceleration reduced from 130 to 120.
         Maximum Turn Speed reduced from 70 to 60.
         Turn Acceleration reduced from 60 to 50.
      Sophis B/C:
         Top Speed reduced from 110 to 80.
         Acceleration reduced from 90 to 70.
         Deceleration reduced from 90 to 70.
         Maximum Turn Speed reduced from 50 to 45.
         Turn Acceleration reduced from 35 to 30.
      Basilix:
         Hull reduced from 7000 to 6000.
         Flux Dissipation reduced from 650 to 600.
         (Mi):
            Hull reduced from 8000 to 6500.
      Ignix:
         Flux Capacity increased from 5000 to 8000.
      Amina:
         Flux Capacity reduced from 15000 to 12000.
         Flux Dissipation reduced from 1000 to 800.
      Nadia:
         Mollusc Drone ship system is replaced with Ion Cruise Jets.
         Flux Capacity reduced from 12000 to 10000.
         Flux Dissipation reduced from 800 to 700.
         Module Shield Arc increased from 60 to 90.
         (Mi):
            Mollusc Drone ship system is replaced with Ion Cruise Jets.
            Flux Capacity reduced from 14000 to 12000.
            Flux Dissipation reduced from 900 to 800.
            Module Shield Arc increased from 60 to 90.
      Pandora:
         Flux Capacity reduced from 15000 to 12000.
         Flux Dissipation reduced from 900 to 800.
      Dulcena:
         Retains its Shield.
         Fortress Shield ship system is replaced with Accelerated Energy Feed.
         Base Price increased from 640000 to 800000.
         Flux Capacity reduced from 24000 to 18000.
         Flux Dissipation reduced from 1200 to 1000.
         Base Supply Maintenance/Repair and Deployment cost increased from 65 to 80.
   Drones:
      Mollusc:
         Shield removed.
         (Mi):
            Shield removed.
            Hull increased from 100 to 150.
            Flux Capacity increased from 250 to 300.
            Flux Dissipation increased from 75 to 150.
   Wings:
      All but Kaleido and Loach wing variants will lose their shields in place for Refractive Shielding.
         This change will remove the unneeded shield logic for fighters making Oculian fights significantly less laggy.
         Will use 100% of Flux Capacity and Dissipation for shield stats.
      Breeze (and Mi):
         Roles have been swapped, normal Breezes are now Fighters.
      Elite Breeze (and Mi):
         Removed the mysterious culprit Advanced Optics hullmod for triggering a warning sound whenever the wings are used.
         Roles have been swapped, Elite Breezes are Interceptors.
      Tick (and Mi):
         Role is switched to Interceptor.
   Weapons:
      Glint:
         Sound volume reduced again.
[close]

Ocutek Pirates Addon:
Download: RAR / ZIP
Version 0.3.0a-RC1
Quote
   Removed the version requirement for now.
« Last Edit: July 20, 2023, 03:52:38 AM by Protonus »
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kekar

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Re: [0.96a] Red - the Oculian Armada (0.10) Mod
« Reply #326 on: July 17, 2023, 09:36:59 PM »

Updated the mod now, and I cannot enable shields on the Etna with right click anymore. Is it supposed to be removed, or is it a bug?

Went back to the previous version of the mod and it works again..
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kekar

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Re: [0.96a] Red - the Oculian Armada (0.10) Mod
« Reply #327 on: July 29, 2023, 01:22:57 PM »

Updated the mod now, and I cannot enable shields on the Etna with right click anymore. Is it supposed to be removed, or is it a bug?

Went back to the previous version of the mod and it works again..

Still the same with v.0.10.0-RC1. Would love to know if this is intended with previous update, or a bug.
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Protonus

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Re: [0.96a] Red - the Oculian Armada (0.10.0-RC1) Mod
« Reply #328 on: July 30, 2023, 07:36:33 AM »

Still the same with v.0.10.0-RC1. Would love to know if this is intended with previous update, or a bug.

Red received another overhaul that gives them Photon Shields (the new skin-shield armor) instead of CPU-intensive shields. So the shields were left for specifically for ships that intended to have them.
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mamsix

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Re: [0.96a] Red - the Oculian Armada (0.10.0-RC1) Mod
« Reply #329 on: July 31, 2023, 07:06:19 PM »

I am encountering a strange crash, and was wondering if you could help me track it down.  This is the stack trace:

Code
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at data.scripts.world.exerelin.industry.ocua_orbital_matrix.apply(ocua_orbital_matrix.java:95)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.buildOrUpgrade(BuildHeavyIndustryAction.java:38)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.generate(BuildHeavyIndustryAction.java:29)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.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)

I think the other relevant mods are Nexerelin, and possibly AoTD/Vaults . 

I am a complete novice to Starsector modding, but here is my best guess as to what is happening...

It looks like ocua is trying to upgrade an industry, but when the starfarer code fetches the industry spec for an upgrade:
Code
    upgradeId = getSpec().getUpgrade();
    IndustrySpecAPI upgrade = Global.getSettings().getIndustrySpec(upgradeId); // Starsector's BaseIndustry.java line 571

The industry Spec is null, which causes the game to crash when it tries to fetch the Industry Spec's build time in the startUpgrading() method.

As to WHY it's null, I am wondering if perhaps AoTD or some other mod is changing the upgrade path for heavy industry in some fashion that the custom code for ocua is unaware of. I am *hoping* that maybe there is just an id in a csv file somewhere that needs to be updated, but can't wrap my head around how the base code and the mod code all wraps together.

If you have any thoughts, I would love to hear them.  I tried just commenting out the offending lines from ocua_orbital_matrix, but I need a plugin file that doesn't appear to be present (plate shield plugin) in order to recompile.  I am sure I am just running too many mods, but if there is a quick fix, it would be great to have all my mods be one happy family.

thank you for your time/thoughts.
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