Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Carabus

Pages: [1] 2 3 ... 5
1
Mods / Re: [0.95a] Vanidad y Affliction Operation 1.2 (Quest! for real!)
« on: January 04, 2022, 11:02:38 PM »
Is it save-compatible with 1.1.6a?

2
The tactic changed a little, but it's more of the same. Deploy <playership> at the start, pick ships off one by one, then when I can do no more, lure them to the bottom and deploy all.

Hehe, seems I am not the only one who invented this tactic :P

One addition to it, which I sometimes do, is having dedicated missile playership to deploy later, so I can switch to it and do finishing on larger ships once full battle starts.

3
Version checker is not built-in, it is a mod. You can disable it in mods list.

4
Blog Posts / Re: Skills and Story Points
« on: May 01, 2021, 05:38:44 AM »
I hope you will remove story points from scavenging. It really hurts the scavenger carreer... in fact it basically removes it from the game.

Mainly because story points for scavenge makes no sense. I saw several times tiny useless ships heavily damaged (systems and hull) that needed story point to get... why would I pay a SP for a useless ship... even brand new I would not even use that (or sell it since they give no money, even early game. Cost too much supplies to be worth it.). And then I see a big very useful battleship, in fact one of my favorites, hanging there in hyperspace where I can salvage it for not SP at all and it has absolutely no system damage and quite repairable hull damage. It makes no sense. I hate random trash. Please, no more SP for scavenging except in dialogs and other game story related events.

Please remove the need for SP when scavenging, I would like to play scavengers again in Starsector.

SP for scavenging is only for ships that you couldn't normally scavenge. It adds options to scavenging, not removes them.

5
(...) If I can out speed the opponent and I out range the opponent, he has severe problems hitting my ship. So I go for ships that have the highest speed in their class and for the longest range weapons. (...)
This hurts gameplay and ship/weapon choices.

If you want to start talking about realism, you should know that first unrealistic thing is ships having an actual max speed. In space there is no max speed (other than speed of light but speed of Starsector ships is nowhere close it), there is only max acceleration. Having no speed limit would produce gameplay like in old Hyperoid game where you could just hold forward arrow key until you accelerated to such speeds that nothing could hit you. But tbh I wouldn't prefer it over current Starsector gameplay, so speed limits have to stay.

Now since max ship speed has to exist in the game but in reality doesn't, you can deduce that physical laws in the game are different than in our reality. One can assume the empty space in game actually has some physical resistance, which makes you unable to accelerate infinitely. By that logic, fast moving projectiles probably need to have some sort of containment fields to move through this resistant space. But as everything is limited, those fields probably also have limited energy, which after some time dissipates thus limiting the effective range of projectiles.

6
Why do you have Integrated Point Defense AI in the first one?
All weapons installed on its small mounts are PD already.

7
General Discussion / Re: How many faction Mods do you play with?
« on: April 23, 2021, 03:49:43 PM »
At the moment 12 factions and 3 ship packs.

I usually play with 10-15. Too many good faction mods to choose less than 10. But with more than 15 you will not even experence some in a course of one game so not much point having more.

I rotate them between games, so in next game I may disable some factions I experienced the most (and possibly got bored with), and enable some fresh ones to try.

8
Sounds like similar issue to the one I reported here: https://fractalsoftworks.com/forum/index.php?topic=20609.0
Although it involved regular derelicts, not only recovery for story points.

Alex fixed that for next version, hopefully the fix includes your case.

9
Modding / Re: Having Issues making a hullmod that does nothing.
« on: April 11, 2021, 04:42:50 AM »
package data.hullmods;

Shouldn't it be "data.scripts.hullmods"?
Or the other way, whereever you reference it by "data.scripts.hullmods" it should be "data.hullmods"?

10
Suggestions / Re: Recover as mothballed
« on: April 11, 2021, 03:56:05 AM »
I would like that game stays paused after recovering wrecks (similarly as it is paused after combat) so that I can switch to fleet screen and mothball them immediately, before CR on other ships starts dropping due to undercrewing, and costing me valuable supplies later.

11
I noticed the same in some test battles I tried. The stay behind the station and keep distance from enemy fleet, ignoring the fact that station gets pummeled. What is worse is that orders do not seem to change their behaviour, or at least placing "Defend" points in front of the station did nothing.
It is like they felt the enemy fleet is stronger so they keep distance, which doesn't work well considering the station can't run and can't win alone.

12
Modding / Re: [0.95a] Take any skills from skill tree
« on: April 09, 2021, 01:46:32 AM »
There is no more tiers or choose 1 from 2.

How you made it so it is not 1 skill to choose from two? I just see changed tiers in the file.

I for one will wait for a modded skill tree or restored skill tree mod for 0.95a.

Me too, would even start trying to make one, but I think it would be kinda counterproductive at this moment. Now it is better that most people play with new tree and make their opinions about it, so Alex get most feedback and considers a redesign.

13
Suggestions / Re: API request thread (please read OP before posting!)
« on: April 08, 2021, 12:56:39 PM »
Can I make a request to have the generation of the d-mod and s-mod bars on ship icon (see below) abstracted and made accessible to the modding API?

I mean these:

In Fleet screen: (here the bars even have tooltips)


In Refit screen:


The bars are also visible on ships icons in the encounter dialogs, and in fleet tooltips in campaign, no idea if elsewhere.

What I request is some way for a mod to decide how many and what color of bars it wants display on a ship icon, to possibly add extra types for some special hullmods in addition to the default green and red ones.
Right now they are hardcoded in the obfuscated part of the code (sorry to dig there, I wanted to check how hardcoded or moddable it is).
The hardcoded logic gets the number of d-mods and displays correct number of red bars with corresponsing tooltips, and then gets the number of built-in mods and displays green bars with corresponding tooltip, which is exactly what we see. What I request is to have this logic to be abstracted and fully or partially overridable by custom implementation.

Simple way - allow full replacement of default bars:

- overridable method getShipIconHullModBars() -> returns list of objects, each object representing one group of colored bars, with fields like this:

class HullModBarsGroup {
   Color barColor;
   int numberOfBars;
   String tooltipText;
}


More advanced way (not exclusive with simple way) - allow adding of new bars at specified place, without removing exisitng ones (would provide better compatibility between mods that all want to add their own special groups):

- overridable method getShipIconExtraHullModBars() -> returns list of objects, each object representing one group of colored bars, and its ordering, with fields like this:

class HullModBarsGroup {
   float order;
   Color barColor;
   int numberOfBars;
   String tooltipText;
}


The default implementation of getShipIconHullModBars() to match the current logic would look like this:

Code
public List<HullModBarsGroup> getShipIconHullModBars(ShipVariantAPI shipVariantAPI) {
   HullModBarsGroup dmodBars = new HullModBarsGroup(
       Color.red,
       DModManager.getNumDMods(shipVariantAPI),
       "Number of d-mods this ship has."
   );
   HullModBarsGroup storyModBars = new HullModBarsGroup(
       Misc.getStoryOptionColor(),
       Misc.getCurrSpecialMods(shipVariantAPI),
       "Number of built in mods this ship has. Only counts mods custom built in after the ship was produced."
   );

   return Arrays.asList(dmodBars, storyModBars);  // assuming they are added right-to-left, which seems to be the case
}

14
That was a fun one! The culprit (more or less as expected) was element ordering in a hashmap, since in many (most?) cases the hashCode() method is only consistent during the same application session.

I am glad you had fun with it! :)
I had plenty of fun thanks to you too, and definitely too much to ever pay it all back by reporting even the funniest bugs :p

And indeed Maps with references as keys are a well known source of headaches, glad you found the cause!

Now I will have one less excuse to trigger my excessive save-scumming :p

15
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 03:57:53 AM »
Good post, I agree with most points especially with how Industry playstyle buffing skills got ruined.

One thing I would like to add is that although the point of new skill tree is to make player less overwhelmed with choices, in practice I feel more overwhelmed by them.
Earlier you could choose from 32 skills, but most had a single effect at each level, which was easy to mentally parse. Also you could pick just one level of the skill for the effect you want and forget about the other two.
But now each skill has 3-4 effects, sometimes loosely related, sometimes applying to different ships types or different situations, with each skill you must wrap you mind about how each effect applies to your fleet, how will it apply to it if your fleet grows etc. An while it is may be quite simple for single skill, now you have the alternate skill which you must analyze too, and then if the skill you want is not in the first tier you must analyze the skills before it. Aaand if you decide both the skills and the alternative skill are a must have for you must analyze the rest of skill tiers to decide whether it is your priority.
All in all, I feel it is much harder to chose a skill now. Earlier you could look at a single skill, even at single level of a skill and think "this is a bonus I want now" and just pick it without negative consequences, other than spending one of 50 skillpoints you were going to have.
Now you must analyze all 3-4 effects, and the alternative skill effects etc. Luckily there is respec so you can change your decision later, but respec could be make allowed with old skill tree as well.

Pages: [1] 2 3 ... 5