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Topics - Algro

Pages: [1]
1
Bug Reports & Support / [0.9a-RC10] Stuck on salvage screen
« on: November 24, 2018, 11:56:34 AM »
After defeating the Domain era mothership, I went to salvage the remains. On the salvage screen I tried selecting Assess as usual but 'nullPointerExceptions: null' appeared. After this no matter what I pressed the game wouldn't let me leave the screen.

I tried to beat and salvage the same ship again but failed to replicate the bug.

Note: I'm using a portrait pack and have included Graphics, Lazy, Magic Libs

This is the .log:
Spoiler
8230 [Thread-4] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. addMember(ShipRecoverySpecial.java:248)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:160)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:151)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction$SalvageSpecialDialogPlugin.init(SalvageSpecialInteraction.java:57)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction.ex ecute(SalvageSpecialInteraction.java:165)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   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:176)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
   at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
   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.?00000(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]

2
General Discussion / Colonization and possible ways to improve it
« on: November 19, 2018, 11:32:19 AM »
My experience with the colony has been great so far, but it comes with some problems. (Short version below)

The current save of mine has 5 colonies, the capital at 7 stability pumps 320k per month. The moon has 300k at stability 6 and a gas giant in the same system with -50k. To get this I have spent millions on production and incentives with maxed out relative skills. It was a blast throughout the entire process and I loved the ability to have a giant stockpile of resources for your own personal use (Tariff-free). There are problems though, but once fixed, it will make the process even more enjoyable.


Here are the problems I've had:

1) I have three colonies in the same system, all being bigger then 5 so they attract A LOT of expeditions. The result is a litter of massive battles (Imagine 4 big blobs of one faction, 3 of another and 5 of your own with your spaceport, it was overkill). With my fleet of several capital ships, I tried one and the largest battle took 40 minutes and many engagements to complete, I spent almost all of my CR and concluded by LEAVING the battle without the salvage. Why? The enemy fleet of logistic ships was so large they had their own separate fight. They would retreat every time, spending CR on both sides, I had to leave or risk spending all my CR.

2) The process of the beginning of a colony and making a full-fledged sector market leader has too few steps in the process, it is as simple as placing the right things based on the colonized planet (note tiles like farming/mining are a one-step process) and volla, you just wait for it to grow.

3) I would love to customize my stations, but as of current, I haven't found the option to do so yet. This is a problem b/c the High-tech variant is still using mining lasers as their main armament based on what I had in the early days.



Here are some solutions that may help with the above problems:

-Have each of the tiles include more steps and have more unique tiles. The current version automatically improves production as the colony enlargens, but this makes it lackluster form a players perspective. If players were to have control over the farms and mining like upgrading from a spaceport to a megaport, it shows more clear signs of progression. What's even better, include unique upgrades to these tiles if certain conditions are met, like specialized mining facilities.

-As an extension of the step above, make planet size, and population size the major determinators of how much and how specialized the tiles the colony can build (Or planet size a contributing stat for how fast the colony grows). This would in effect create more meaningful choices because colonies are limited to what they can specialize with. The current build lets size 3 colonies on tiny moons to have the capability to match that of a habitable planet with size 7 structure wise, so with the appropriate money, the player only needs to spam all structures in one go and leave for two months to finish all upgrades.

-Stability 10 planets should not have so much expeditions coming every month, its a battlefield with salvageable ships floating everywhere, like really, everywhere, not to mention the debris ring the game has artificially made.


-QoL improvements:
    -Indicators for upgradeable tiles
    -Allow installation of cores and special items on any planet when the item is within a colonies storage


The short version: I want to see more steps in the process of colonization, limitations on how much can be built based on colony size and more specialized tiles for special resources, these build up to more specialized colonies unlike the Jack of all trades we currently have. Generally speaking, more options with limited space making tile choices more challenging.

3
Suggestions / QoL for colony management
« on: November 18, 2018, 04:49:29 AM »
I think adding a tooltip/small icon on the corners of each industry tile in the colony management screen would be helpful for those who want to upgrade something but have to right click on every tile to fins what needs upgrading

Just a simple yellow arrow upwards indicating a possible upgrade would help with identifying options at a glance.

4
Bug Reports & Support / [0.9a] Crash after abandoning a colony
« on: November 18, 2018, 03:12:26 AM »
After abandoning a colony, I tried to press the return to colony list screen resulting in a crash.

This can be replicated with ease with my current save with the following steps:
Open Command in game, open Dyrim the volcanic planet and abandon it. When pressing 'Return to Colony List' it should crash. (Duplicated three times consecutively)

Update: this crash only happens when you press the 'Return to Colony List' right after abandoning a colony.

MEGA download link: https://mega.nz/#!RyhSzISI!UEQ1vvZVlw7g9OUL_IxQ-VE-VVXPHa1RfPiBGMzKmwE

This is the .log file
Spoiler
111307 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.intel.o0OO.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.campaign.command.OutpostItemRow.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.k.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.Oo0o$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.Oo0o.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.campaign.ui.UITable.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.campaign.command.F.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.D.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.while.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.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]

Just as a curious question but will the game implement autosave? Because for an Ironman playstyle any crashes could result in quite a lot of precious time disappearing if the player doesn't save (I'm seeing this as a problem if it is true that Ironman mode is the intended game mode). It would also make sense so that you can't quit without saving and return to an earlier save.

5
General Discussion / 0.9a Lack of High tech ships in store
« on: November 17, 2018, 11:46:54 AM »
I've been playing for quite some time on the new release and I've been enjoying the worries that come with establishing a colony too early (those pirate stations are way too hard early on)

back on topic, as time went on, I got stuck in midgame without being able to find any high tech cruisers and not to say battleships in any military bases. I've only seen one Apogee with 3 (D) mods in the black market, but I didn't have the cash to purchase it at that point. This could be the case to build them ourselves, but this means spending heavily in salvaging tech and spend more time hoping for a high-tech blueprint and a Nanoforge (I only got the Nanoforge so far). My feeling is that 0.9a makes High tech ships much rarer, not only are they rare in the first place (Blueprints and limited sellers), the places that could sell a Paragon, for example, is not in a heavily populated planet making their spawn rate abysmal. This feels realistic and fitting to the background, but it does feel worrying for a high tech late game player.

Anyone else having trouble finding high tech blueprints and ships for sale? Could it be just my luck working its thing:P ?

6
Bug Reports & Support / [0.9a] Crash on fleet screen
« on: November 16, 2018, 08:08:19 PM »
It was in the middle of my playthrough, when I was switching a newly brought wolf frigate to the very front of my fleet in the fleet screen that the game crashed (still in a station). The game should be the newest build without mods.
The following is the .log:

7365740 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
   at java.util.HashMap$KeyIterator.next(Unknown Source)
   at java.util.AbstractCollection.addAll(Unknown Source)
   at java.util.HashSet.<init>(Unknown Source)
   at com.fs.graphics.util.GLListManager.nextFrame(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)
7365759 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [faction_tritach_market_01_neutral.ogg]
7365759 [Thread-10] INFO  sound.null  - Playing music with id [faction_tritach_market_01_neutral.ogg]

Because it wasn't a problem before in any other builds I'm guessing it has to to with an older version interfering? Hopefully, this helps.

7
So the previous post mentioned something about late game difficulty being reletivlely easy. I think this was partly the result of player power overshadowing any other single enemy fleet in the game. So I thought, what if after every battle it took time to salvage the battle loot. This will create player vulnerability that could be exploited by the enemy faction to take revenge with what ever resources they have left if possible.

This wait time will scale with player fleet size and loot size. Therefore making late game player fleets more susceptible to an enemy comeback.

It should also be added that salvaging makes a fleet CR lowered for the salvaging period while breaking off at any point will lead to a real drop in CR.

The speed of this looting could be lowered if the player wishes to only take the essentials eg.supplies fuel, or raised if the player wished to stay in a state of emergancy (lower CR penalty)

This all could be done in the aftermath of the battle where the player chooses what they want to loot.

The options of what to do after battle could be expanded to include long range scanning to assess risk of being attacked or to hide in the derbies to bait scavanging fleets or pirates. Pirates could use this as their usual tactic and make mid game more difficult.

The end result would be that, even if the player could over power one fleet, if the entire faction retaliates by sending multiple fleets to surround or raid you while you salvage, any player is at risk.

It would be necessary to have time accelerated and supply costs lowered while scavanging. This acceleration or time should stop whenever any abnormalities appear like a unknown ship nearing you.

This would also make salvaging rigs a nice addition for larger fleets and civilian ships as a whole more of a viable asset in a fleet.

So what do you think?

8
Suggestions / Thicker high damage Beam weopons
« on: November 25, 2017, 12:29:15 AM »
Ever had a beam ship shooting green/light blue beams and suddenly the enemy got more flux but you can't identify the beam directly?

My problem is: The more powerful beam weapons look exactly like the other weaker beams with just a different color, there is potential to add more flavor and texture to these weapons.

I mean, who doesn't want to see Spaceship Yamato's main gun fire?





A beam that separates at the end of its range(retaining the total power but fragmented for another 100-200 SU's) is also a good idea




9
Suggestions / Claim victory/ End Game Button placement
« on: November 24, 2017, 11:23:43 PM »
Today I had a long session of Starsector and got very used to pressing "claim victory" after every battle (Hard time waiting for stragglers to retreat on large maps). So, because I rarely save the game, I pressed "end game" and confirmed by reaction, and I lost an hour of game play (Twice).

(Completely my fault, but it is partly due to too many mods so the game saves very slowly and that I play on Iron-mode most of the time).

So, I suggest making the "End Game" button in the fights a different color (RED) or to place the button one block above so it isn't on the exact same block as the "claim victory" button.

-Alan

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