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Topics - Ranakastrasz

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1
On equiping ships with HRS, the tooltip changes, but the fleet is uneffected.
Question, Is there an easy way to turn off mods then load the game without it erroring out?
Is there a way to quickly make a new game and not autosave it, for binary search purposes?
What mod causes Electronic warfare to provide altered Turret turn speed, recoil, and missile turn speed instead of range? - Answered
Question,
Modlist
1482 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  - Running with the following mods (in order of priority):
1483 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -      Starpocalypse [id: starpocalypse] [version 2.3.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\starpocalypse)
1483 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     A New Level of Confidence [id: pantera_ANewLevel40] [version 40 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A New Level of Confidence - 40)
1483 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     A Well Advised Mod [id: NoIllAdvised] [version ] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A Well Advised Mod)
1483 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     AdvancedGunneryControl [id: advanced_gunnery_control_dbeaa06e] [version 0.13.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AdvancedGunneryControl)
1483 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Automated Commands [id: automatedcommands] [version 1.1a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AutomatedCommands)
1483 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Autosave [id: lw_autosave] [version 1.1c] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave)
1483 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Better Colonies [id: timid_admins] [version 1.63] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Better Colonies)
1483 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     ClearCommands [id: clearCommands] [version 1.0.e] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ClearCommands1.0.e)
1483 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Combat Alarm Sounds [id: CAS] [version 1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Alarm Sounds)
1483 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Combat Chatter [id: chatter] [version 1.11.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter)
1483 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Combat Radar [id: lw_radar] [version 3.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Radar)
1484 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Commissioned Crews [id: timid_commissioned_hull_mods] [version 1.999999ggg] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Commissioned Crews)
1484 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Concord [id: su_Concord] [version 3.5.2g] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CONCORD)
1484 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Console Commands [id: lw_console] [version 2021.12.25] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands)
1484 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Detailed Combat Results [id: DetailedCombatResults] [version 5.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DetailedCombatResults)
1484 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Dynamic Tariffs [id: dynamictariffs] [version 1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DynamicTariffs)
1484 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Fair S Mod [id: su_FairSMod] [version 1.1.0a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fair S Mods)
1484 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Flux Reticle [id: sun_flux_reticle] [version 1.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Flux Reticle)
1484 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Fuel Siphoning [id: sun_fuel_siphoning] [version 1.2.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fuel Siphoning)
1484 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Grand.Colonies [id: GrandColonies] [version 1.0.d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Grand.Colonies1.0.d)
1484 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Hexagonal Shieldidgeridoos [id: HexShields] [version 1.1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HexShields)
1485 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Hostile Intercept (and Autopause!) [id: hostileIntercept] [version 1.3.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hostile Intercept)
1485 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Industrial.Evolution [id: IndEvo] [version 3.0.c] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Industrial.Evolution3.0.c)
1485 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     LazyLib [id: lw_lazylib] [version 2.7b] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib)
1485 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Leading Pip [id: leadingPip] [version 1.9.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip)
1485 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     MagicLib [id: MagicLib] [version 0.42.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MagicLib)
1485 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Nexerelin [id: nexerelin] [version 0.10.4d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin)
1485 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Quality Captains [id: QualityCaptains] [version 1.1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Quality Captains)
1485 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Reputation Decay [id: repdec] [version 2.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\repdec)
1485 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Ruthless Sector [id: sun_ruthless_sector] [version 1.3.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ruthless Sector)
1485 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Second Wave Options [id: RC_Second_Wave_Options] [version 0.6.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Second Wave Options 0.6.5)
1485 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Shielded Holds For All [id: holdsforall] [version 1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shielded Holds For All)
1486 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Ship Direction Marker [id: PT_ShipDirectionMarker] [version 1.3.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShipDirectionMarker)
1486 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     SpeedUp [id: speedUp] [version 0.7.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SpeedUp)
1486 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Starship Legends [id: sun_starship_legends] [version 2.1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starship Legends)
1486 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Stellar Networks [id: stelnet] [version 1.1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet)
1486 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Supply Forging [id: timid_supply_forging] [version 1.41] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Supply Forging)
1486 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Terraforming & Station Construction [id: Terraforming & Station Construction] [version 8.0.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Terraforming and Station Construction)
1486 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     The Star Federation [id: star_federation] [version 0.97.33] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FED)
1486 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Unknown Skies [id: US] [version 0.43] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UnknownSkies)
1486 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Weapon Arcs [id: WEAPONARCS] [version 1.6.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\WeaponArcs)
1486 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     WhichMod [id: whichmod] [version 1.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\WhichMod)
[close]

2
General Discussion / Combat Objectiles and Battle size questions
« on: July 13, 2021, 05:18:59 PM »
How does this all work exactly?

I see how capturing objectives gives the bonuses, but I don't know when they get deployed, in what numbers.
I don't know what determines the battle size (Fleet points) for each fleet, or why it is that I generally have the maximum fleet points available before capturing any objectives. I thought the idea was that battles ramped up, allowing you to field more ships at a time once you controlled more of the buoys, but that doesn't seem to be the case.


3
Suggestions / Assisting Large Battles
« on: June 28, 2021, 04:38:27 PM »
When you start a large battle on it's own, you get a bunch of beacons that ensure that even if you can't deploy all of your ships now, you will be able to given some time.
With allied battles, especially station battles, you tend to always have your allies take up almost all, if not all of the deployment points, so are unable to deploy more than 1 ship, and I have never seen any beacons in such a battle.

Suggest one or more of the following.

All battles above small size should have beacons, regardless of nature.
Each faction should have their own deployment point pool.
Each faction should have a proportional share of the deployment point pool, based on their fleet's total deployment size.

4
Modding / [0.95a] Gunny Battles 0.1
« on: June 24, 2021, 09:31:15 AM »
Gunny Battles
Inspired by an old, lost mod by PCCL
battle mod (slows down ships and increases weapon range to what I consider more "realistic"):
disable fog of war
increase max zoom to 4
combat speed set to 0.5f
weapons:
- PD weapons get 4x range, 4x proj speed, 0.5x damage
- Missile weapons get 2x range, 4x proj speed, 0.5x proj hp
- All other weapons get 2x range, 2x proj speed
- All beams get 100x beam speed (they're PHOTONS, people!)
fighters:
- 2x max speed, acc, dec, turn, and turn acc across the board

this gives a (imo) more "naval" feel, where a battle line is drawn and ships slowly grind each other to death. Missiles are fast and dangerous (it's satisfying to watch a harpoon sail gracefully through the battlefield). Very few ships can dodge projectiles/missiles or outrun fighters (more realistic, imo). PD is made more powerful to compensate, ships are generally able to intercept a harpoon barrage from an enemy of similar weight class and, in a battle line, can form a PD network (or have dedicated PD ships) to defend each other from the inevitable harpoon salvos when someone gets high on flux


This mod largely implements those effects. Missile maneuverability is also increased, combat speed is cut 25%, and fighter speed is doubled, but maneuverability isn't.

Quote
disable fog of war
increase max zoom to 4
combat speed set to 0.75f

- PD weapons get 3x range, 3x proj speed, 0.5x damage, 1/3x Spread
- Missile weapons get 2x range, 4x proj speed, 2x manuverability, 0.5x proj hp
- All other weapons get 2x range, 2x proj speed, 1/2x Spread
- All beams get same speed bonus, 2x or 3x.

- 2x max speed, acc, dec, turn, and turn acc across the board

This is highly unlikely to be compatible with anything that modifies or adds hull mods, weapons, or fighters.
[/size]
Changelog:
Spoiler
-6/25: Rescaled to 3x PD range, 2x missile manuverability, partial fix for Salamander.
Rescaled Afflictor's Entrophy Amplfiier shipsystem's range.
Hullmod Escort Package rescaled
[close]

Issues:
Spoiler
Salamander Missile fails to hit target most of the time.
Ship systems and skills do not have range adjusted, including Mines, PD and Energy weapon skills.

[close]

5
Modding / starfarer.api Hullmods/Skill modifications
« on: June 24, 2021, 09:01:23 AM »
I am trying to modify the range of several effects in the game, but am unsure how to do so.
The skill effects, as well as some hull mods and ship abilities appear to be inside the starfarer.api.zip, which is bizarre, and imitating that in my mod structure, with or without the zip appears to do nothing.

What am I doing wrong here?

6
Modding / Salamander Missile modding
« on: June 23, 2021, 09:25:48 PM »
I am trying to figure out how to adjust the Salamander's AI, so that it circles at a larger radius. However, I have absolutely no idea where to find a config or the actual Ai scripts, assuming they are even exposed.

Edit: more specifically.
I am making a mod where missiles have double range, quadruple speed, and double manuverability. Everything is balanced around double range and speed, so ships are twice as far apart, roughly
Salamander, in vanilla, tends to circle and hit the engines for destroyers on up, and miss frigates, or hit the side, often on the front shield.
Quadruple speed, they just get trapped in circles unless vs a cruiser or up.
Double manuverability has little, if any effect. Quadruple manuverability is the same. At quad speed and manuverability, intuition says it ought to take the same path, just 4x faster, but it gets trapped in an orbit instead. I do not understand why or how to fix this.

Edit2: At double speed, and 20x manuverability, it is roughly able to hit the engines almost as well as at base stats.

7
I wanted to help take out a pirate station, something that was possible in previous version. Doing so however, results in a battle where you, and only you are attacking the station, while the station gets all of it's support.

I have a number of mods enabled, but since you can't exactly disable them without the game failing to load, not sure how to debug this.

Mod list
{"enabledMods": [
  "lw_autosave",
  "timid_admins",
  "CAS",
  "DetailedCombatResults",
  "dynamictariffs",
  "sun_flux_reticle",
  "sun_fuel_siphoning",
  "hostileIntercept",
  "IndEvo",
  "lw_lazylib",
  "leadingPip",
  "repdec",
  "sun_ruthless_sector",
  "RC_Second_Wave_Options",
  "speedUp",
  "starpocalypse",
  "sun_starship_legends",
  "stelnet",
  "timid_supply_forging",
  "WEAPONARCS"
]}
[close]

Edit: Just noticed the modded specific subforum. Can a mod move this please?

8
General Discussion / Finding Weapons seems harder now.
« on: November 25, 2019, 07:07:24 PM »
In earlier versions of the game, I remember being able to find at least one weapon in each category after visiting 1-2 stations. If I wanted to fit a large Energy slot, I might have to check a few stations, but odds are I would find a HIL or Autopulser pretty easily. Tachyon lances were hard, but given their power and reputation and so on, that was reasonable.

Now however, I struggle to find, say, a small missile, small balistic point defence, and so on. Even going through several systems and checking each shop. Am I missing something? Am I supposed to just not have point defense/missiles, at least til I get my 1,000,000 credits or so and make a colony and overall get to midgame before I can get weapons even kinda like what I want?

Seriously, You used to find tons of weapons before, like a few dozen light machine guns, in every shop. Sure, burst lasers, duel machine guns, and so on were rare, but they were higher quality that you didn't need. I just want the bare basics.

Am I missing something here? Is there a search tool, or a database or something that I just never found out about?

9
General Discussion / Limited Skillpicks ruleset
« on: October 15, 2019, 01:17:37 PM »


For a while, I've run a rule in my game, limiting what skills I can pick.
Specifically, I can only have 2+2x skillpoints in each tree, with x being the least number of skillpoints in any tree.

Aside from meaning I can't quite rush to get a t3 skill as trivially as before the general idea is to let me use all four trees, especially combat, without feeling like I was making a bad decision. Combat boosts are fun, but poor investments compared to things that buff your whole fleet.


Getting a t2 skill requires 6 skillpoints, but 3 of those are "Wasted" on just unlocking the other trees. Practically it is 9. And 10 gets you a t3 skill, plus 3 t1 skills in the other trees.

The +2 lets you get the first level one one skill in each tree, and the 2x means you can specilize in a particular tree, or go rather deep for a specific skill.
Past that, given the different number of skills in each tree, anything less than 1.5x would kinda break it. 2x is easy to remember however.


This mod helps, because without it, you will cap out, and lose out on maxing out critical techs. And while that might be ok, the idea here is to be able to try different skills, instead of always getting the "Must Have" skills.
Skilled Up

10
Suggestions / Directional Omni shield Control (again)
« on: May 30, 2019, 05:30:16 PM »
This has been suggested and rejected on several occations, so the only reason I am suggesting it again, for the last time (That I will bother, unless I get into modding and make a mockup, anyway) is that there is a Starcraft II mod that implements it, and it works fine, control scheme wise. Given there were arguments about it being too complex or something, given that it actually works fine anyway, I thought I might as well try again.

https://www.youtube.com/watch?v=DbwVmq0X2Yo&t=740s

Allow player to set an angle for the omnishields to face, which they hold, Allow them to target an enemy ship and have the shield face said ship.

11
Suggestions / [0.9a RC9] Aggressive Stations
« on: November 18, 2018, 01:45:42 PM »
While I can understand fleets assisting stations when those stations are being attacked, the station probably shouldn't be able to assist a fleet the same way, given the distance away the battle occurs.

This plus no retreat makes hostile stations problematic unless you can kill them outright.

While yes, Being anywhere near a hostile station is probably a bad idea if you can't handle it, its immobile, so you ought to be able to run away.

12
General Discussion / Sunder Mounts
« on: November 18, 2018, 12:39:25 PM »
What is up with the missing Large Energy mount?
Used to be every sunder had one. Then 90% of them got a Dmod removing that slot. Now they just don't have one in general?
Except it still shows up in the codex. What happened?

The whole reason I used Sunders was they could have impressive firepower, and mount an autopulse laser or similar high-end weapons.

13
Suggestions / Small qol for cargo
« on: November 17, 2018, 06:36:18 PM »
The bar's missions dont let you check the location involved or the prices. Would prefer having a hover/click option for item types and colonies to get price data and location data. I can back out completely, but it is inconvient.

The galaxy map needs a cargo tab/options. Let you see known prices and surplus/deficits.

The shop/cargo tab should, on hovering over an item type, let you open the galaxy view for said item type, or plznet view for the specific shown planet.s


14
Suggestions / Ill-Advised Modifications - Less Extreme
« on: February 11, 2018, 04:32:43 PM »
I think that Ill-advised modifications is bad enough that any ship with it is entirely useless. I haven't seen a single ship with this that was a threat.
Irregardless, I think it needs some changes to make it actually usable, instead of just, The ship shuts down as soon as the battle starts.

give it these effects

Between 80% and 100% shorter Peak Performance Time
+100-200% CR degredation.
Always Degrades in combat.
+300% (or so) CR Recovery rate. (no increase in supply cost)

Or any combination thereof (and with any actual values)

The effect would be, This ship works great, for a very short time. Like 30 seconds at best. A typical CR timer of 3 minutes would drop to 36 seconds. After it starts degrading, it degrades fast. As such, once it hits the Degredation stage, it rapidly falls into the Low CR.

This would give a short window where such a ship functions, after which it goes into the Low-No CR state, at which point it behaves quite a bit like it does currently.

In addition, it is fast to restore to combat condition afterwards.

15
Suggestions / Advanced Turret Gyros - Alternate Buffs
« on: January 05, 2018, 01:39:31 PM »
Pretty much everyone considers this to be a lacking hull mod from what I've seen.

Some alternate ideas that might be worthwhile.

Make it so that it also reduces weapon recoil - That is, weapon inaccuracy increase while firing.
Would help with some types of weapons and make them more powerful, in addition to helping large weapons track.

Suppress or significantly reduce the Turret locking effect. In which a turret that is currently firing turns 5-10x slower. Reduce that to maybe 2x slower with Advanced Gyros.


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