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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Topics - Tartiflette

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Suggestions / Improve the Trident!
« on: September 10, 2019, 12:17:46 AM »
Tridents needs to fire three Harpoons. It's so obvious I don't think it needs any more justifications than that.

Modding / [Request] Ship rarity refinements.
« on: June 02, 2019, 01:35:51 AM »
Currently managing ships' rarity is kind of convoluted:
First there is the Faction Doctrine,
Then the distinction between import and produced hulls,
Then the relative total weight of all the variants for a given ship in a given role,
Then the relative total frequency multiplier of this particular hull in the faction file.
And on top the result depends on the ship Deployment Cost and there is a Fleet Inflater to limit the number of ships to 30.

This is quite obscure to grasp leads to an extreme variability depending on the number of ships added by mod to a same faction. (Pirates are a good example since most factions gives them a bunch of ship).
Ships that were merely uncommon with just vanilla become vanishingly rares in a fully modded game, and the overall system is extremely prone to errors.

I have a few suggestions to make a more consistent system.

First easy improvement: the total weight of the variants shouldn't affect the rarity. It should be normalized, thus removing one multiplier and the most error prone one.

Bandaid fix: Like the variant editor, we could use some "fleet analysis" dev mode menu, looking like the doctrine editor but instead of priorities it shows the effective rarity of ships in fleets.

Proper fix: slice the rarities into different "classes": Common, uncommon (such as XIVth skins) and rare (Hyperion, Tempest, Legion XIVth). Corresponding hints would be added to ship_data.csv, and generated fleets would have some guaranteed uncommon and rare ships depending on the size of that fleet:

Picket fleet would be all common ships,
Large patrols would be 90% common hulls, 10% uncommon with a small chance to have 1 rare ship,
High level bounties would be guaranteed to have 1 uncommon or rare flagship and a bunch of uncommon ones with officers.

Faction multipliers would be kept since they would have a much more controlled effect.

Pretty much it, I was actually surprised to discover that the countdown ring is already a feature, but it's barely noticeable when zoomed in and plain invisible at the regular zoom. Additionally expired bounties should be clearly labeled as such instead of looking available. Maybe the timer ring should be blue and red, with extra red as it get closer to the expiration date, instead of blue and slightly darker blue.

General Discussion / What sector age to you usually play with?
« on: March 24, 2019, 02:48:50 PM »
While the option is there, I don't think I ever played with anything but Mixed... And I'm wondering if that option is necessary at all in the end. If most player end up playing like me, maybe it would be more interesting to have a different set of options, like a choosing between larger and more isolated constellations of start or smaller more numerous ones for example. Or setting the amount of Derelict/remnant presence.

Suggestions / "Built-in" planetery industries
« on: March 23, 2019, 04:22:55 AM »
 So next patch we won't be able to just spam all the buildings and industries at once on a new colony and get everything up and running in a couple of month, and that's certainly a good thing. But with the colonies taking longer to get running I think it open up a new way to make some planets valuable and interesting to colonize: in the same way some planets have ruins, some planets could have pre-collapse industries already built that could be reactivated.

 The way I see it, they would start "disrupted" for a few months, and would slowly get back online without taking time in the building queue, helping to get the colony running a bit sooner and at a lower cost.

 Those industries could maybe even not be counted against the limited number of production slots, making such finding even more interesting.

Modding / [REQUEST] Alternate Proximity fuse against missiles only
« on: March 19, 2019, 03:27:25 PM »
Pretty much what it says on the tin: I'm trying to make a "Premium small PD solution", and to make that weapon reliably hit missiles, it has to have a proximity fuse. Problem is, "Flak" weapons can't have a radius small enough to reliably hit a single missiles while still be able to damage ships:

That puff is a 5px radius fuse triggering far away from a ship hull

A simple solution to make a pd weapon that does not rely on either fire volume or large proximity fuse would be to have another behavior that only triggers the fuse against missiles.

Mods / [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« on: February 25, 2019, 02:54:53 AM »

This is a simple utility tool that offers a mission editable on run-time to setup and test various battle scenarios very quickly and test fleet-wide balance or new tactics. It can also help a lot with debugging.

Inside the mission folder you will find two fleet files that will define which ship variants are added to each opposing sides.

Those files can be edited without restarting the game, greatly speeding up the testing process.
They can also be used to setup playable challenges, or situation showcasing balance and AI issues.

Happy testing!

Modding / [BUG] beams that pierce missiles tags them as their damage target
« on: February 17, 2019, 02:27:13 AM »
I have a beam that pierce missiles and use it's "damage target" for some scripted shenanigans. Problem is, if a missile goes through the beam, the damage target swap to that missile rather than the ship/asteroid/fighter that is still being hit just behind. I think it would be more logical if the damage target would always be the CombatEntity hit the farther away from the source (then most of the time that target will be an entity that actually stops the beam).

General Discussion / 6th Fleet Building Tournament
« on: January 16, 2019, 02:58:34 AM »

The 6th Fleet Building Tournament is now finished and here are our winners:

SCC takes the prize with his solid Vanilla Low-tech fleet ending at 17 points.
Gal Paladin (DME) and Vayra (Junk Pirates) share the third place with 16 points.

Honorable mention to the rest of the pack closely following them.

Mortia playing Borken surged in the last two rounds and finishes in the first place with a whooping 21 points.
Dansi212 (Neutrino) still catches the second place despite results all over the place but still securing 17 points.
Glissa Ravidelle (Mayasura) and Solinarius (also Mayasura) share the fourth place at a very respectable 15 points.

Congratulations to the winners and thanks to all the participants for an excellent show and great display of sportsmanship.

If you want to play the matches on your end, you can get the tournament mission there:
(although you'll have to wait for Blackrock to update to see some of the battles)

1st round:
2nd round:
3rd round:
4th round:

Here we go again! This time it will be a Tag-Team Wave-based tournament: Pairs of player-made fleets will join forces to defeat waves after waves of Derelicts, Pirates, Remnants and finally a mish-mash of elite modded ships to win the cup.

Check out the rules:

   The tournament is estimated to start around the last week of January and will last four weeks. To participate you will have to join the Unofficial Starsector Discord server to get the notifications and the required mod.

   Make sure you will be able to participate for the whole duration before putting your name in. Making a fleet can take anywhere between a couple of hours to a full afternoon per weekend depending on how much testing you want to do.

I have noticed the ships on the opposite side of the map are generated facing up on the first frame, then flipped around but their armor cells do not get the same treatment.

I have found this issue when trying to get the "armor grid" coordinates of a weapon when a ship is deployed to check if it gets disabled due to damage (and trigger an ammo cook off). But for some reason it never triggered for the enemy ships. When manually reducing to 0 the cells supposedly under the weapon, it's cells on the other side of the ship that got removed.

Hard to tell if it could have other consequences but I figured you should know.

[EDIT] Actually I'm not sure if it's the armor grid that doesn't get flipped around or maybe the weapons that do get added upside down then turn around? Something must be the wrong way on the first frame but I can't tell for sure what it is.

Modding / Ship-system related issues
« on: December 28, 2018, 04:46:16 AM »
I have found two issues related to systems:

First, when making a system AI I noticed that the "target" in
public void advance(float amount, Vector2f missileDangerDir, Vector2f collisionDangerDir, ShipAPI target)
is different from the ship target. Or at least that a system can return a target while the ship itself has none selected. This is a problem when using system that require a ship target to work like the Interdictor Array, especially when the AI hardly ever target a ship during combat (at least when it's the player ship under AI control).

And more problematic, I noticed that the AI ignore the threat of weapon-based systems. If say a ship has a system that deactivate all weapons and power up a big Beam Of Doom(tm), the targeted ship will happily drop their shield or even vent.

General Discussion / Alex's tweet [18/12/21]
« on: December 22, 2018, 10:16:43 AM »
New tweet intercepted

Data recovered

Running decryption...
Decryption partially succesfull:

Modding / Issue with proc_gen system names collision
« on: November 25, 2018, 01:30:48 PM »
So apparently now if a proc_gen system share name with a hand made one, bad stuff happen:

The system is actually empty inside, because there is another "Acheron" star created by the Scy Nation right to the bottom left of the image.

So would it be possible to add a check for existing names when generating the proc gen systems? (In the meantime I don't know how to fix that in an elegant manner that doesn't imply changing the entire naming theme of my mod)

Suggestions / Ability bar swap indicator
« on: November 17, 2018, 06:43:20 AM »
Once again we keep seeing new players get confused by the tutorial and the ability bar!

When the game promt them to move up to catch the pirate fleet, their first reflex is to do the exact same thing they were taught earlier to move in the combat tutorial: press W to go forward. And then the ability bar is empty and they have no way to figure out what is going on and why their progress is blocked.

At the very least that terrible shortcut should be changed (it's not like it is useful to swap your ability bar anyway) and adding some form of indicator about which bar is selected would be even better.

Modding / Issue with empty proc-gen planets (again)
« on: November 17, 2018, 03:43:11 AM »
So I'm getting back to my issue with Unknown Skies: that mod adds among other new planets to the proc-gen system. And some of them never get any conditions.

The issue I found out is that certain conditions are exclusively generated from exact planet types instead of generic planet categories. For example the only volcanic planets that will get their typical high deposits are "lava" and "lava_minor" as opposed to cold planets that will get the usual conditions as long as they are in the category "cat_frozen", with some exact planet types getting tweaked parameters.

Resulting in this frustrating type of scans:

This planet has the exact same parameters as the vanilla lava planet, just not the right name to get the conditions it should.

Generic categories that recieve default conditions:     Generic categories that have no default conditions:

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