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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 - Takion Kasukedo

Pages: [1] 2 3
1
Massive fleet battles usually have the AI camping behind the station, no matter what ships they are using. This means the station is usually the first to be wiped out, which can in turn, be a heavy loss in terms of resources.

It seems that the AI puts a mass "Defend" order, but behind the station, instead of "on" the station. This is frankly, a ridiculous strategy. After all, if you're defending a home planet, wouldn't you want your best ships near the front and actively trying to flank the enemy? That way, the station can still do something and the enemy will be surrounded (for the time being.)

2
Suggestions / Mouse Cursor To Crosshair In Battle
« on: August 05, 2019, 09:07:31 AM »
So, I've been watching a few recordings and a few videos and I can't help but notice over the ages that I've played Starsector how out-of-touch it feels when I notice the cursor isn't a crosshair (of course when i'm playing it doesn't occur to me).

So I had an idea. Alas, just an idea, but one that could work for long-term?

When you go into a battle, fleet-wise, while playing the game and controlling the ship yourself, the mouse cursor turns into a crosshair, so it adds to the feel that you are indeed controlling the guns and their direction, with a bit more precision. Likely instead of looking at a mouse cursor's tip, as it feels currently. An option to enable the classic mouse cursor would also be a good thing so people can play with the cursor instead of a crosshair if they don't feel bothered about the cursor being the crosshair.

I never thought about it until a few minutes ago.

3
Earlier today I, as well as someone else, had found out that the Doom's mines, as well as some projectiles (reaper, maybe) have full damage on the edge of the radius of their mines, meaning you could be out of what should be the closest damage radius, but still take full damage from them, as the explosion radius doesn't seem to match the visual radius of the explosion.

A viable solution to this would be to have the explosive damage radius somewhat match the visible explosive radius of the projectile, mines especially.

This would mean the mines do less damage-per-distance from the center of the explosion, also meaning they're less deadly the further from the core you get.

Alas, this would make the mines slightly less viable, since the explosion radius would have been adjusted, but if the Doom, and other minelayers were able to shut down the enemies engines, this would be a dangerous situatio for them.

The spawn radius for the mines shouldn't be changed, as a precaution to this. Changing the spawn radius for the mine to spawn closer to the enemy ship would be disastrous.

4
Bug Reports & Support (modded) / This error has appeared...again.
« on: January 06, 2019, 07:25:56 PM »
Spoiler
4600 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Mentone Crow to Al Nagang
515348 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.updateStationIfN eeded(PirateBaseIntel.java:375)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:514)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:57)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.while.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.float.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

An old error appeared again, preventing me from playing Starsector.

5
Suggestions / Expeditions At High Relations.
« on: January 04, 2019, 10:23:03 AM »
Please ignore this post if this has already been validated.

So, as far as I, and possibly others know, expeditions happen regardless of relation, which can be particularly irritating knowing you've done a ton of work to try and increase relations with a faction to see if expeditions will cease, only to find out that expeditions are still underway, due to having more of one commodity than another core-world faction.

Would it be possible in a future release to lower expedition frequency or outright cease any expeditions once relations are high enough? (a good determinate base level for outright ceasing any expeditions from a faction would be 80 - 95, while 50 - 80 would be a good level for reduction of expedition frequency)

6
Bug Reports & Support / Officer Max Limit Surpassed By Cryopod Officers
« on: December 25, 2018, 09:28:51 AM »
So, as the title says, I have surpassed the limit in officers, by finding another officer in a cryopod, in a derelict ship.

I'm unsure if it's an intended feature, but who knows. As far as I know, it may be a bug.

7
Today I fought a Luddic Pather Station that quite literally vanished during a fight against it. (I'm unaware of any new versions)

Who knew the Pathers could vanish so quickly and quietly due to an armor piece being destroyed by Piranhas and beams...

Jokes aside, this looks to be a moderate, or rather serious bug.

Spoiler
[close]

8
Today I have realised a problem beknownst to any AI that uses maneuverability-based systems, and possibly light ships.

Spoiler
[close]

In this screenshot here, a Tunguska (with a maneuverability system revolving around a burst drive that allows it to move quickly) charges and suicides into a station.

It's not the only thing this type of AI does it to. It will charge anything and absolutely refuses to back off, often overloading itself and quite literally suiciding into capitals, especially anything it has it's ire focused on. This happens with all classes of ships, so long as they have a maneuverability system.

The ships that usually use a burn drive are almost totally safe from doing obscene things like this. It's most indefinitely the maneuvering jet-type ships that have this problem from my experiences.

Please check whatever causes this problem, as i'm completely certain it happens in vanilla as well.

9
Spoiler
1327876 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Hegemony
1331865 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:323)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:274)
   at com.fs.starfarer.api.impl.campaign.submarkets.BlackMarketPlugin.updateCargoPreP layerInteraction(BlackMarketPlugin.java:51)
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
This error popped up and showed it's ugly face when I completed a delivery mission and tried to check the market, while an expeditionary force was on it's way to one of my colonies.

10
Bug Reports & Support (modded) / Base Game And Modded Game Carriers
« on: December 05, 2018, 05:23:28 PM »
So, I've noticed a little something going on in my game, and it likely goes for base game as well. If it's a feature, ignore this post.

Carriers in bounty fleets, like deserters and such do not at any circumstances carry any fighters/bombers.

It's all guns, and tough hulls due to an over-abundance of the following, below.

Reinforced Bulkheads
Blast Doors
Hardened Subsystems
Unstable Injector


As I said before, if it's a feature, ignore it, but I would at least like to bring it to your notice, since mods are affected by this too.


as seen here, 3 different instances, the Starblazer being the clearest example. The Mora, at the very least, had fighters/bombers. Extremely rare to see a carrier have any fighters/bombers in a bounty fleet, unless they're built in.

11
Suggestions / MORA - Or Damper Field as a whole.
« on: October 03, 2018, 08:54:12 AM »
So, I had a discussion the other day on Discord about the Mora, and how Damper Field is a necessity, bad or not, due to the Mora's role in the game as a frontline carrier.

I hear that the Mora has had some adjustments done to it, and as a result is now frail compared to it's older self, so I've had an idea (or more rather, some of us have had an idea) and would like to share it, if it hasn't been shared already.

Damper Field should only stop minute or moderate amounts of damage. (around 1200 max in the same area, likely 0.4 seconds before being able to mitigate that amount of damage again, making a valid strike zone in the field itself. If not, 1200 alpha damage total for HE/Energy, full stop.)

If it reaches over that amount of damage-per-shot, then it won't block it, or the rest of the damage the weapon hitting the Damper Field Protected hull will have the rest of the weapon's damage applied. This gives strike weapons and overall highly damaging weapons a chance against Damper Field without having to be inherently super-powerful. This also means that Reapers/Hammers will still go through the Damper Field with a massive amount of damage, and are a valid strategy in killing Damper Field ships that excessively use Damper Field and are of Cruiser/Capital-Class ships. This also would mean the Mora wouldn't be so persistent against anything with a ton of HE capacity. It would have to be highly cautious against anything with sufficient damage against it.

Let me know what you think about this idea, and if the adjustments would be viable.

12
Suggestions / Mod Ships/Weapons tagged
« on: July 31, 2018, 06:02:01 PM »
So, I've been playing a lot of Starsector of late and noticed the mod ships/weapons/fighters aren't tagged as to what mod they come from.

It would be really handy to see a tag, even if small, to show what mod each item comes from.

This would mean i'd be able to see a mod's items without scrambling and searching through folders trying to figure out what mod something came from. This could also work in a different way, like hiding hidden codex ships so you can't see what mod said ship comes from.


Example; Say I wanted to hide a ship because it's a extremely special ship and you're only able to come across it once/twice.

But the tag would reveal what mod it came from.

This means there should also be an option to "hide" what mod it comes from, so only those truly dedicated to finding what mod it comes from would have to search for other ways to find the mod for said ship.

Sure you can keep track of what it is by monitoring your downloads, but...knowing what mod adds weapons and other gizmos would come in handy, even handier if you can hide what mod it came from, so you'd have to dedicate more time in finding it.

13
Suggestions / "Sort" Rework
« on: March 15, 2018, 07:47:27 PM »
The rework for said "Sort" button should be that instead of splitting supplies and other items by 1000, therefore taking up even more space, to take less space, they get put in a "superstack".

EG; When you take a stack that hasn't been filled and put a full stack, going over the 1k limit, ensuring the stacks take up less clutter. (Another way to explain is to take 1000 supplies and add them to an unfinished supply of 500 supplies, making the stack 1500 instead of 1000, then 500, while also saving space.)

Another thing the "Sort" rework can do is put the Supplies, Fuel, Crew, Marines, etc (anything not a weapon/LPC) at the top, instead of the bottom.

14
NightKev clarified that it's possible that it isn't Autonomous Ships, so can someone tell which mod it is that's doing this?

It has happened to the Crusader & the Harbinger (Mod Medusa)

Spoiler
266785 [Thread-4] INFO  org.tc.autonomous.AutonomousBasePlugin  - Applying personality [reckless] to ship [Adramelech]
613518 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Can't create nested lists using GLListManager
java.lang.RuntimeException: Can't create nested lists using GLListManager
   at com.fs.graphics.util.GLListManager.beginList(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0O.super(Unknown Source)
   at com.fs.starfarer.coreui.Oooo.super(Unknown Source)
   at com.fs.starfarer.ui.j.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.newsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

15
Bug Reports & Support (modded) / Starsector slows down by a lot late-game
« on: January 01, 2018, 05:40:36 AM »
So, I have gotten to late game, and it seems that even big fleets are slowing the game down, while it's taking at least 54+% of the CPU.

So, either I need a better processor or there's something going on behind-the-scenes that I do not know of.

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