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Messages - Nayru

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1
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 28, 2015, 11:02:57 PM »
Seems like it.

Spoiler
824906 [Thread-5] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.GetMiningResults: null
java.lang.NullPointerException
   at exerelin.campaign.MiningHelper.handleAccidents(MiningHelper.java:374)
   at exerelin.campaign.MiningHelper.getMiningResults(MiningHelper.java:480)
   at com.fs.starfarer.api.impl.campaign.rulecmd.GetMiningResults.execute(GetMiningResults.java:43)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.O0OO.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:110)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.init(RuleBasedInteractionDialogPluginImpl.java:93)
   at com.fs.starfarer.ui.D.O00O.Óoo000(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.showInteractionDialog(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.Wait$1.advance(Wait.java:114)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

(Also, the exception has occurred plenty of times without caches involved, since it happens anywhere from 50-75% of the time.)
[close]

This also seems to show up a lot, though I'm not sure if it has any real consequences..

Spoiler
876401 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral
876402 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral
[close]

These are supposed to be supported, aren't they?

Spoiler
1066456 [Thread-5] INFO  exerelin.campaign.ExerelinSetupData  - Getting modded factions
1066461 [Thread-5] WARN  exerelin.campaign.ExerelinSetupData  - EXERELIN ERROR: Couldn't determine faction for:oculus
1066461 [Thread-5] WARN  exerelin.campaign.ExerelinSetupData  - EXERELIN ERROR: Couldn't determine faction for:ptech
[close]

Other than that, can't really find much interesting in the logs.

Further info on the edited mining pods, with their reduction to 2 logistics in SS+ and having the 40 strength per wing at base, only 10 of these (taking up about 1/5.5 of a full size fleet with extra logistics from extended crew) can generate tremendous amounts of yield (~1600 average) per day, mostly due to CR upping their mining strength further beyond 40 once it gets high enough.

It seems like it'd be quite hard to make these a viable alternative to shepherds without making them + atlas/mod freighter inherently superior, but that might just be due to the polarizing nature of the shepherd (1 logistics + good cargo per logistics + low cost + heavy availability even without omnifactory + high mining strength per logistics (without needing mining blasters!) + potentially dangerous in combat).

If only native Starsector had more civilian/mining-ish ships, there'd be some actual variety to work with numbers-wise..

2
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 28, 2015, 11:42:13 AM »
Spoiler


Note: you still receive what you mined from the planet, but seemingly get no character/crew experience.
[close]

This is happening more often than not when mining, not entirely sure why.. I've added a whole bunch of mods since the last time around (that run before was totally native, this one has AI war, blackrock, citadel, crystanite, diable, exigency, fleaden flu-x, ice, imperium, junk pirates, mayorite, neutrino, ngo, berserks, patrian, pbc, p9, protonian (which I had to manually edit to stop a ***-common crash), scy, shadowyards, tiandong, valkyrians, twiglib and probably the most suspect, starsector +).

Also shown here is the mining of primary non-moon planets as mentioned before (it's really inconsistent in what you can and can't mine..).

Spoiler
I also edited the statistics for mining drones, making a wing of them effectively a max of 40 mining strength, which as it turns out is supreme overkill because starsector + cut their logistics by 1, 20 max strength/logistics is kind of crazy even for drones! That could also be the reason, but I formatted it properly. Unless I'm supposed to go by wings and not hulls, in which case I did not format it properly.

Spoiler
{
   "miningProductionMult":2,
   "cacheSizeMult":1.0,
   "baseCacheChance":0.1,
   "baseAccidentChance":0.5,
   "xpPerMiningStrength":50,
   
   "miningWeapons":{
      "miningblaster":10,
      "mininglaser":1.5,
      "tiandong_heavy_mininglaser":5,
   },
   "miningShips":{
      "shepherd":10,
      "mining_drone":8.5,
      "SCY_telchine":35,
      "brdy_gonodactylus":28,
      "mi_rastrum":6,
      "junk_pirates_the_reaper":180,
      "tiandong_chengdu":6,
      "tiandong_dingjun":6,
      "maqiubiqiu":4,
   },
   "resources":{
      "default":{
         "ore":1,
         "rare_ore":0.1,
         #"organics":0.1,
      },
      "gas_giant":{
         "volatiles":1.75,
         "organics":0.25,
      },
      "ice_giant":{
         "volatiles":1.75,
         "organics":0.25,
      },
      "desert":{
         "ore":1,
         "rare_ore":0.1,
         "organics":0.5
      },
      "frozen":{   # let it go
         "ore":0.7,
         "rare_ore":0.07,
         "volatiles":0.5,
      },
      "cyrovolcanic":{
         "ore":0.7,
         "rare_ore":0.07,
         "volatiles":0.65
      },
      "rocky_ice":{
         "ore":0.8,
         "rare_ore":0.08,
         "volatiles":0.25
      },
      "rocky_metallic":{
         "ore":1.3,
         "rare_ore":0.13,
         #"organics":0.1,
      },
      "rocky_unstable":{
         "ore":1.3,
         "rare_ore":0.13,
         #"organics":0.1,
      },
      "lava":{
         "ore":2,
         "rare_ore":0.2
      },
      "jungle":{
         "ore":0.6,
         "rare_ore":0.06,
         "organics":1,
         "food":0.3
      },
      "water":{
         "ore":0.6,
         "rare_ore":0.06,
         "organics":1,
         "food":0.3
      },
      "toxic":{
         "ore":1,
         "rare_ore":0.1,
         "organics":0.3,
         "volatiles":0.5
      },
      "radiated":{
         "ore":1,
         "rare_ore":0.1,
         "volatiles":0.4,
      },
   },
   "danger":{
      "default":0.2,
      "lava":1,
      "jungle":0.2,
      "desert":0.2,
      "water":0.2,
      "frozen":0.4,
      "rocky_ice":0.4,
      "cyrovolcanic":0.5,
      "rocky_unstable":0.75,
      "toxic":1,
      "radiated":0.8,
      "gas_giant":0.3,
      "ice_giant":0.3,
   }
}
[close]
[close]

3
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 25, 2015, 12:54:47 PM »
Take out some low end pirates, hope for bounties, get your monthly salary, buy some shepherd and go to town mining something good.

Or do all that and trade instead of mine. Holding shift is pretty good for speeding things up, afterall.

4
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 25, 2015, 12:28:50 PM »
Well, the planet distance was more of a dodgy set of circumstances rather than intentional design, it can happen.

Otherwise though, quite a few people can take out 3-4 frigate (maybe even +destroyer!) fleets with a starting frigate, it ramps up quickly.

Gains are always exponential if you keep succeeding, and in something like (n)exerelin where you have more access to volatile trading/mining, it's to be expected. Even if you get into the 30's in the first 20 minutes of playing, it doesn't mean much unless you go combat 10 or have a fleet to back it up.

5
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 25, 2015, 07:42:27 AM »
The quick leveling is also a part of the game's design, you hardly need any experience to get into the 30's, yet once you get into the 40's the amount you need per level quickly gets into the hundreds of thousands and eventually millions as you get further in.

http://fractalsoftworks.com/2012/09/08/character-design/#more-1569

Yeah, mining pod has always been junk and even mining doesn't make it that useful. I could give it a small hull mining strength boost, and/or cut the Shepherd's.
(Mining strength for fighter wings is multiplied by fighter count, yes)

Oh, that makes it a lot less horrible, but still terrible. Something I forgot to mention is the similar price between a wing and a shepherd, and the very common nature of the shepherd compared to the particularly rare wing (the original exerelin had to start you with one in omnifactory storage).

Haven't been able to reproduce the issue with mining uninhabited moons (including desert and water worlds). (I did find out that I can never spell "cryo" right)
Regular planets can't be mined even if unpopulated. Do you think I should change this?
(I also plan to make moons more common in general)

This is confusing, since I remember in the last game (the one with free omni refits) I was mining off a massive ice planet that had a moon/2 stations of its own, I'm pretty sure that thing wasn't a moon yet it sure was churning out volatiles.. and organics? Maybe it thought it was a gas giant..

Well, more moons would probably work (just can't get too much done with only asteroids + rocky moons, ore price crashes so fast), it'd be neat if you could mine planets too (if you don't want it to be as good you could up the hazard by .1 due to extremely higher gravity well), though something that would be extra funky is if a faction had say, that ice world nearby, and a lot of power in that star system, they could colonize the uninhabited but not uninhabitable planet.

Though if planets considered not a part of a faction could become part of it, and maybe even go back to non-faction through excessive attacks, it'd probably require a total rebalance of star system distribution and something else for mining (like 'can mine anything as long as faction is okay with your shenanigans, don't try to mine up and sell organics to the very same planet they beat you to the punch), could have inherent (not space fleet) planetary extractions be a major part of any particular station's exports and have that influence the economy as well, 'cause I don't get why the hegemony station orbiting the water moon pays top dollar for those organics (are they too big of baddies to mine it? Never saw an orange mining fleet..).

6
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 24, 2015, 09:53:27 PM »
I'd point out they have to be uninhabited if I hadn't been unable to mine on uninhabited desert planets as well.

Unsure how many are affected (have been able to mine water/volcanic but not jungle if I recall), probably quite a few.

As an aside, aren't the relations between various sources of mining strength kind of crazy? Take three instances: a pod wing, a shepherd and a mule.

The pod has no inherent bonus to mining, has either 1.5-6 (does each fighter's laser count?) strength and takes 3 logistics, providing 0 cargo.

The shepherd has 10 strength right off the bat, can be upped to 11.5 with an extra laser and takes only 1 logistics providing 100 cargo.

The mule can have 10 strength with a mining blaster, is actually dangerous (if terribly slow) and takes 3 logistics providing 250 cargo.

About the only perk to pod mining is the lessened elite crew requirement to get high yields (terrible anyway unless 6 per wing), but the ideal mix seems to be somewhere between high density shepherd/moderate density mule and all shepherds, both cases being backed up by several atlases. While mules with atropos racks are a pretty good stop-gap, something to be said for a billion borer drones.

Pod wings on the other hand are useless in combat and take a tremendous amount of logistics for what little they do, comparing unfavorably in almost every conceivable way to those two prime alternatives (and weird sh#$ like 2x tachyon 8x mining blaster paragon SO MUCH FLUX). They could make up for their heavy logistics/zero cargo/zero utility by having very high strength instead (necessitating atlases which is a horrible fleet to get attacked in).

Haven't tried mining shenanigans with any mod factions yet so can't really comment on the whole picture, but I did find it incredibly cute how you gave the junk pirate capital a use beyond 'mirv sponge' or 'lodestone'. Kind of liked the longer mine time though..

7
I think the charge is deducted when you leave the station, but I could be wrong.

Usually it would be finalized when you either switch ship tabs in refit or exit the screen, but I went ahead and tested it anyway: replaced a ship's weapon with something directly from the Omnifactory, returned to space and had the same amount of credits.

8
Spoiler
[close]

Omnifactory doesn't charge for weapons if they're bought through the refit screen on latest version.

Same result with default tariff, same result with updated version of Omnifactory.

Edit: Also as an aside the Omnifactory is selling ship variants with weapons installed? I have no idea what that's about though.

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