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Messages - Wraithbourne

Pages: [1]
1
Modding / Re: How to increase fighter wing size?
« on: December 31, 2014, 04:01:18 AM »
Changed the number back to 3 and the game worked fine.  Frankly I'm stumped  :-\

2
Modding / Re: How to increase fighter wing size?
« on: December 30, 2014, 02:30:38 PM »
This is the log after the crash, in this case all I did was change the value for number of fighters for dagger bombers from 3 to 5.

Code
25318 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 34
25318 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 35
25687 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.Öõ0000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.void.float(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.B.super(Unknown Source)
at com.fs.starfarer.title.O0OO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

3
Modding / Re: How to increase fighter wing size?
« on: December 30, 2014, 08:45:29 AM »
Is there something else I need to change along with the value for number of fighters?  I tried just adding 1 to each fighter types wing size except wasps (so wing sizes ranged from 3-5 for all other fighters) and got the same crash as before.

4
Modding / How to increase fighter wing size?
« on: December 29, 2014, 05:56:33 PM »
Hello there, I'm trying to mix up my vanilla gameplay by tweaking figures to make fighters a bit more dangerous to larger ships since lets face it, in sci-fi every big capital ship gets shafted by some form of strike craft at some point.  I've found values for how to increase armour, flux capacity, speed etc to allow them to survive better and engage easier but what I really want to change is how many fighters each type fields in a wing.  I assumed initially that I'd just need to change the figure for number of craft in the wing_data.csv file to increase the size but this caused a crash on gameload.  So the question is basicly is it possible and if so how do I go about it?  I'm not sure whether my fairly crude effort was simply too clunky to work (I was attempting to increase wing sizes to as high as 9 for talons/wasps) or whether I'm just completely barking up the wrong tree as it were.

Any help is very much appreciated :)


5
Mods / Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« on: November 15, 2013, 04:03:21 PM »
I'm getting the blueprint drop notification to the left of the screen before I go to the salvage screen.  If you have a disabled enemy ship firing back up you'll see the notice after its dealt with, otherwise it appears right from the off.

Its noticable if you frequently linger on the screen like I do (it makes a nice pause point to go the loo or whatever) but it could definately do with being more clearly displayed.  Finding one is a reasonably big deal so it should be signposted clearly to the player imo.

The actual content added to the mod now is extremely impressive.  I cant wait to construct some unholy megafleet combining the best ships of each faction once I collect the required blueprints :D

6
General Discussion / Re: Carrier
« on: November 11, 2013, 01:47:09 PM »
Cost effective is very debatable.  The Astral class is obviously the most effective pure carrier, most durable, best armed, offers the best support to the fighters thanks to the 3 flight decks.  But it uses up a lot of CR on every deployment and costs a lot more to run in general than any other.

I personally think if you arent using a very significant amount of fighters, 10 groups or so, then a single/pair of Condors or Gemini's gets the job done just fine, theres also ships like the Venture that can do some pretty heavy combat and have the one flight deck.  I think that the "battlecarrier" type ships are probably the most effective for situations were dps needs to be high, say you're in a venture facing off against an Onslaught with some torpedo bombers supporting you, the bombers will attack the Onslaught a lot more and therefore assist you more in that situation than if you were flying say an Aurora and had a Condor half the map away on carrier duty.

The vanilla game lacks a mid-range carrier at present, theres plenty of 1 deck carriers and then the Astral with 3, but I understand a 2 deck carrier is in the works so thats a gap likely to be plugged in the near future.  Aside from that I think the current range of ships offers a carrier for any situation and that the relative cost effectiveness of them all varies depending on situation.  An Astral chasing after small pirate groups is overkill, whilst a couple Condors trying to support 10-15 fighter groups against a Hegemony defence fleet probably wont be sufficient (and rather too flimsy if anything big burn drives over to them).


7
Suggestions / Re: Toggle to prefer least experienced crew
« on: November 11, 2013, 08:12:45 AM »
The ISA faction in your mod has an unmanned fighter that always has a crew level of green due to there not being anyone in it to raise the experience level.  That fighter is designed to be a next generation support fighter though so even with green CR its pretty effective, I suppose you could incorporate a fighter for every faction that represents a basic effort to produce an unmanned fighter.  That would I think give you a viable mechanic to give each faction a total meatshield fighter craft.  Have ISA's version as an early model of the fighter thats in the game currently (the name escapes me sorry) and have every other factions version as an attempt to emulate ISA's successful final model perhaps?

8
General Discussion / Re: Am I imagining this?
« on: November 07, 2013, 05:11:01 PM »
Early game I tend to switch to the other system and chase down the independent fleets there, due to them being much less numerous, and they typically have the majority of their combat ships mothballed. Provided you can fight off the couple fighter wings and odd frigate they have its very rewarding, the spoils being more than enough to buy another frigate or upgrade to a destroyer after only one battle if you play your cards right.

The sheer quantity of the pirate fleets in the Corvus system does typically result in it being a bit of a game of chance early on, can you take out that small scout fleet, and get your burn speed back up before that carrier group catches you? Hmm decisions decisions.  Once your fleet is large enough that the small to medium pirate groups run away from you it becomes much safer, particularly since a skilled player can defeat a pirate armada or carrier group with a single frigate or destroyer, thus saving the CR of the rest of the fleet.

Late game when playing vanilla I tend to just get inventive, defeat a pirate plunder fleet with an onslaught, but you're only allowed to fly backwards, that the game allows you the potential to be comically inventive later on is I feel one of its strongest supporting factors for continuous play, the game as it stands certainly has an inverse difficulty curve, early game is the hardest part with the difficulty then decreasing as you advance.  In the final game that will surely be different, but for now playing smart is the way to go early game.

9
Fan Media & Fiction / Re: The Lore Corner
« on: November 07, 2013, 04:47:29 PM »
Will what brought about the collapse ever be revealed or touched upon?  Ingame its been over 200 years since the collapse so clearly the events causing it were almost indescribable in their severity, it can be assumed that the gates failing was the absolute least of the problems faced by those on the other side of them. 

Or it might have been a problem only with the gate. Maybe the core sectors of the domain are absolutely fine, just cut off from the newer colonies. It's at least pretty clear in the lore that the Sector's problems arise from its sudden isolation, not from any external factors.


Perhaps the whole thing is an experiment? The domain, having long since advanced past any major obstacle in the course of its development and advancement, were curious to see whether humanity at its core retained its often cited strengths, its adaptability and will to survive, and so cut the gate connection to produce a massive scale social experiment?

10
Fan Media & Fiction / Re: The Lore Corner
« on: November 07, 2013, 04:01:41 PM »
Will what brought about the collapse ever be revealed or touched upon?  Ingame its been over 200 years since the collapse so clearly the events causing it were almost indescribable in their severity, it can be assumed that the gates failing was the absolute least of the problems faced by those on the other side of them.  Massive alien invasion, a supernova producing a black hole or magnatar in the core of domain space, theres plenty of things to go wrong in space but the list of things that can bring a hyperadvanced galactic society to its knees is a pretty short one.  Were the gates disabled unintentionally or were they deactivated or destroyed with intent to safeguard those in our sector from whatever horrors were occuring beyond them?

On the subject of the gates, how is the more distant gate placed?  Is the sending gate produced and roughly "aimed" at a desirable sector of space and a construction fleet fired through it to construct the connecting gate?  What sort of distance would be covered by a gate connection?  I assume that the ingame representation of hyperspace is extremely short ranged, with the two systems represented ingame currently spaced to perhaps resemble something comparable to the distance between the sol and Alpha Centauri systems (about 4.4 lightyears).  Would gates involve distances of several hundred lightyears, thousands, tens of thousands?  If you can turn any planet into a paradise in reasonably short order there isnt that much need to travel extreme distances so I'm personally leaning towards shorter distances, but then if its only a few hundred lightyears then why is it not possible to send an expedition to investigate? Particularly if with sufficient skill the gravity well of any star or gas giant is a suitable exit point from hyperspace.

Finally by what means of hyperspace travel did the ships comprising the domain task force that formed the hegemony arrive? Its stated that they were running on full automation which suggests that they were making use of local hyperspace entrances and exits but they must surely of been making some use of the gate system for longer distance travel, or do the hegemony use low tech ships because the fleet was dispatched in the distant past and took hundreds of years to arrive in the sector, the ships comprising it the peak of sophistication when launched but being rendered obsolete in transit due to the timescale involved.

However if the fleet was in transit for centuries (or even a couple years really) then surely its ships would have been in a horrific state of disrepair, space is a harsh place, and without regular maintenance anything in it struggles to last for long.  Sure satelites like Voyager 1 have been out in space for decades but thats a few basic instruments inside a very well insulated shell.  A large fleet of warships would need frequent maintenance to retain functionality, certainly over the sort of timescales we're thinking about here.

The alternative I suppose is that the task force entered the sector via the gates when they were first activated and has been cruising the local/semi local area for the past (at most) few years, returning to the sector we see ingame at the time described in the lore with intent to return to more developed space via the gate to deliver the results on the cryogenic storage experiment.  The crew then being awoken by the shipboard AI's in response to the events occuring before them.

Also it states that the 200th legion were disgraced, what actions did they undertake to become disgraced?  The descriptions of the domain suggest an empire at peace, so its unlikely they fled in the face of an enemy, did they perhaps use excessive force against a colony attempting to branch out away from the domain and commit a masacre?

I think thats everything for now ^^

~Wraith

11
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 06, 2013, 03:22:05 PM »
Well, first post on the forum, I downloaded and installed this mod about 4 days ago, after some niggles with the saves (all fixed now thanks to the advice in this thread) I'm now having great fun with it, I'm running a save for all the factions and frankly I cant get enough of it. 

All the factions seem to complement each other very nicely, considering that you're seperating the factions more by fighting doctrine than what epoch of ship they make use of like the vanilla game does I regard that as a great achievement.  Its not perfect and theres the odd balancing problem here and there but for a WIP its a cracking effort.  The expansions to the economy work nicely and that the mod contains means of earning exp other than fighting is I feel an excellent addition, one that I fully expect will make its way into the vanilla game in due course.

One thing I would point out from a non-gameplay point of view is that quite a few of the descriptions for ships and weapons strike me as being a bit jarring and at times they just dont flow nicely and can sometimes be a bit jarring.  Now I'm well aware that the grammar nazi is one of the most loathed creatures of the interwebs but my personal opinion is that having everything properly worded and looking good adds a great deal to the polished feel of a game or mod, and also allows the player to slip into the world and lore of the game more comfortably.  From your own standpoint its readily apparent that you're actively working on additional content, code fixes and the like and such things are probably quite a way down on your to-do list.  However should you be seeking a proof reader to go over things for you I'm more than happy to help, just let me know :)

~Wraith


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