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Topics - isyourmojofly

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Suggestions / Negotiable Piracy
« on: January 02, 2022, 03:25:27 AM »
It would be nice if pirates had a scale of demands. Instead of only ever forcing a fight, it would make sense if they demanded something valuable from you. Depending on your relative strengths, the value of this could increase or decrease. This would improve the player experience, because there's a choice to be made: is it better just to pay them off rather than go through a potentially damaging battle?

Demands could be pretty varied too. It could simply be credits, but perhaps they want you to transfer resources ("We've run out of fuel, and we're taking yours!"), a ship, or something else.

Thinking about it, this could also work in reverse. It would make sense if the player could make demands of their targets. I don't necessarily *want* to destroy a whole convoy of ships just to get the supplies they're carrying, so I'd like the opportunity to demand their surrender. Bounty targets could even try to buy the player off if they think they don't stand a chance.

2
General Discussion / De-isolate a system?
« on: April 24, 2021, 11:10:55 AM »
Hi,

I turned off the jumpholes in a system by running the *device* test. I'd like to colonise a few of the planets, but I can't. I know some people would just live with it, but in this case I would really like to get that system back.

I figured out how to re-enable the jump points (remove the $unstable tag from the jump point entries), but when I get to the planet I'm given a dialogue that says "no can do, jump points no work". So somewhere there's a flag that says the jump points are off, but I can't find it.

Help much appreciated!

3
Suggestions / PD-only fire mode
« on: August 27, 2020, 03:57:58 AM »
I often use the "Hold Fire" key to avoid over-fluxing my ship, but this also disables all the PD weaponry. It would be good to have an option that lets PD-tagged weapons shoot (ideally only at PD targets) even when holding fire with the main armament.

4
Suggestions / Title Screen as Screensaver
« on: July 30, 2020, 07:44:33 AM »
I would love to have the title screen available as a screensaver. Even cooler if the ships could actually fight each other!

No idea how feasible or popular this would be, of course, but I would like it.

5
Suggestions / Make Personnel More Expensive
« on: January 20, 2020, 01:14:19 AM »
I'd like to see the cost of hiring and paying crew increase. I suggest that crew purchases increase to 200C, and their monthly pay to 100C (this is what I've been playing with recently, and it may be a little too high, but it certainly makes the changes felt).

This has two main effects:

1) Running Costs: "upping" your fleet size is a much harder decision. You have to think much more carefully about whether that new destroyer is worth the running costs, or whether you can afford to invest in a cruiser. It's harder for ships to earn their place in your fleet, which I really enjoy. Investing in Efficiency Overhaul is a more attractive prospect, since it cuts your salary bill by 20%.

2) Losing crew is meaningful. A ship that goes down with all hands could cost you tens of thousands in crew alone. Therefore, Reinforced Bulkheads, Blast Doors, and other life-preserving effects become way more valuable. Since the same crew also pilot your strike craft, it makes spamming these a far less attractive option, too, and incentivises mods/perks/LPCs that keep casualties low.

On a related note, I would also significantly increase the cost of officers. 5,000 base, +1,000 per level. This means you only ever take perks if they're the ones you want. Currently you can just pick up a bunch of "whatever" perks. Some officers will hit a "skill ceiling" where the perks available to them just aren't ones you're willing to pay for. It's interesting to have officers who don't all hit level 20 eventually.

6
Modding / Using Fleet Tester
« on: August 13, 2019, 09:17:56 AM »
Hi,

I'm having trouble getting Fleet Tester to work. I have created some variants and placed them in the Fleet Tester "variants" folder. I've added these variants to fleet1 and fleet0, but both fleets are empty when I start up the game.

Nothing happens if I "Reset" the fleets, and if I "Refit" then the game crashes.

Any help much appreciated.

7
Suggestions / In-Battle Cover/Terrain
« on: August 12, 2019, 12:35:20 AM »
There have been a few ideas floating around over the years for adding larger asteroids and other obstacles in battles. I think this would be fantastic.

Currently it can't be modded in, as per Alex's response here: http://fractalsoftworks.com/forum/index.php?topic=6265.msg101361#msg101361

This wouldn't happen in *every* battle, only in particular areas. So in an asteroid field fight, or near a moon, you might have a much denser field of small asteroids, as well as a few larger ones that provide real cover. You could do something similar with space debris too, so when you're fighting in a ship graveyard (or the scene of a battle) there are huge chunks of metal floating about.

What I love about this idea is how it could dramatically change the battle style. Careful duelling around large asteroids, or frenetic knife-fighting in the confusion of a debris field . . . sounds like a lot of fun!

8
Bug Reports & Support (modded) / CTD using Black Rock Nevermore
« on: June 24, 2019, 03:16:55 PM »
Hi,

I'm refitting a Black Rock Nevermore cruiser. When I go to test it out, it flies fine. If I fire either the main phase laser or the "scalaron blasters" it immediately CTDs. If I fire the "straff cannons" it's perfectly fine. Other Black Rock ships work perfectly fine. Here's the log entry:

482735 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.renderers.K.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.MovingRay.render(Unknown Source)
   at com.fs.starfarer.combat.entities.MovingRay.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)

These mods are active:

  "raccoonarms",
  "lw_autosave",
  "blackrock_driveyards",
  "lw_console",
  "istl_dam",
  "lw_lazylib",
  "MagicLib",
  "nexerelin",
  "$$rebalanced_pilums",
  "sad",
  "swp",
  "StopGapMeasures",
  "tahlan",
  "US",
  "vayrasector",
  "vesperon",
  "shaderLib"

Everything relevant is up to date (Magic Lib, Black Rock itself, etc . . . ).

Any ideas?

Thanks in advance

9
Bug Reports & Support / Can't leave station fight
« on: March 20, 2019, 12:08:30 PM »
I'm getting intercepted by a few dopey shuttles hanging around a star fortress. My fleet is too large to disengage but too small to do any damage to the fort.

I get caught in a never-ending loop where I finish a battle (killing off the shuttles or forcing them to retreat) then am immediately stuck back into another one. The only options are open a comm link (gets static) or enter battle.

This doesn't seem right?

10
Modding / Help getting started with moddin
« on: March 04, 2019, 01:33:00 AM »
Hi all,

I've been dipping my toes in programming lately and thought I'd have a go at working with Starsector. I've found loads of the useful "getting started" material that's around, and have been working through the "Intro to Modding" page here: https://starsector.fandom.com/wiki/Intro_to_Modding

I've got to the point of trying to spawn in the new ship, but the game won't load. It crashes on startup with the message:

"Fatal: Error loading [graphics/ships/mymod_bastard.png] resource, not found in *all the places it looked for it*

So it can't find the .png of the ship I've added. But it should be able to - I've checked against other mods and the filepath looks correct to me. I've been through the guide a few times now (and checked out other resources) and I can't work out why it's not working.

Any help would be much appreciated.

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