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Messages - epsilonflash

Pages: [1] 2
1
Modding / Re: [0.95a] Extra System Reloaded v.0.8.8
« on: January 09, 2023, 06:58:30 AM »
It should improve a fair amount of upgrade multipliers. Some multipliers aren't affected by quality, though

2
Blog Posts / Re: Hyperspace Topography
« on: October 12, 2022, 03:13:06 PM »
these dev blog posts are always a treat. generally speaking, they're not the kind of thing I'd usually be interested in when it comes to other games, but it's like your passion really comes through in these and it makes for a fun read every time

as far as these future changes go, I'm very excited for them. the janus device was already quite a helpful solution for late-game hyperspace repetitiveness issues, but coupled with these plans, and all the other interesting little things like hyperspace ghosts, we're probably getting very close to the point where hyperspace travel will no longer be seen as a chore at all. it's a great idea all around, I'm looking forward to seeing it in action

3
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.2
« on: September 21, 2022, 11:52:24 AM »
Hey, I noticed a small mod interaction bug between the Yamato's ship system and your Speed Up mod. If you use Yamato's system while speeding up time, she will lose a lot more speed than she should after the initial burst is over. If you want to check it out, setting the speed to 4x will make this issue extremely easy to notice

4
Mods / Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« on: September 18, 2022, 02:18:25 AM »
Repeatedly getting this error seemingly at random while fighting SCY fleets

Spoiler
900096 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -2
java.lang.ArrayIndexOutOfBoundsException: -2
   at com.fs.starfarer.combat.entities.ship.A.void.getSprite(Unknown Source)
   at data.scripts.weapons.SCY_ketoMainEffect.dot(SCY_ketoMainEffect.java:211)
   at data.scripts.weapons.SCY_ketoMainEffect.advance(SCY_ketoMainEffect.java:121)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

5
Mods / Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« on: September 12, 2022, 06:40:22 AM »
Please for the love of Ludd tone down the mine fields, taking 2000 supplies worth of damage just trying to get past and trade is intolerable. Its also severely hindering the ai's ability to invade (beyond whats reasonable) I just witnessed 7 massive fleets get taken down to 5 cr and lose to a battlestation that should have died immediately.

I like the concept (as i do all your additions) but its heavily over toned, i dont go to locations with minefields anymore, or just cheat my way past because i wont want to risk 200,000$ credits of repairs.

I'd like to second this. Minefields are a neat concept, and one I'd like to see implemented in a way that adds something interesting to the game. But at the moment, all they are is a bother that imposes an unacceptably high resource loss for barely any reason, and the worst part is that there isn't an intuitive way to avoid that damage. If we're going through an asteroid field or a hyperspace storm, we can hold S and slow down to avoid their minor inconveniences in a 100% guaranteed manner. If we're going through a minefield, the only options if we don't want to be set back immensely are reloading until the RNG decides we don't have to pay thousands of supplies, or go through the tedious process of splitting your fleet, going about your business, and then rejoining.

As it stands, minefields are an instant disable for me every time I download a new version of this mod, because that's what minefields are adding to the game at the moment; a three-way choice between eating a huge loss for no potential gain whatsoever, savescumming, or going through an added pointless hassle (which wouldn't be significant if it was a one-time thing, but is sure to start grinding on one's patience after the 10th time visiting a minefield planet)

6
Mods / Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
« on: September 06, 2022, 08:13:30 PM »


This ship is listed as having an exotic, and indeed is stated as having a Hangar Forge installed when I check the tooltip. However, the Hangar Forge isn't listed in the exotics menu, and as such I can't recover it. As I've seen the Hangar Forge in some other ships' exotics menu, I imagine this isn't intended behaviour

7
Mods / Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« on: December 15, 2021, 02:25:45 PM »
New here and have been trying to follow the conversation, are you guys talking about the ship pandemonium or (I think it is a station?) Wanzer or Virtuous, (the Virtuous seemed like a small ship to me in the trailer). Regardless how are you supposed to get your hands on them, find them or blueprints and make your own or turn on the faction (if you belong to them) and hope to receive it as beat up after battle loot?

pandemonium is the faction's largest capital ship, but it's a regular ship, no special steps are needed to get one. you can find it in diable avionics markets, especially military markets, but in order to buy from military markets you will have to be commissioned by diable avionics and reach a good standing with them. alternatively, you can fight diable fleets with pandemoniums in them and hope you get lucky with the post-battle salvage

wanzers aren't stations, they're the "fighters" from this mod. but instead of being actual spacecraft, they're cool tiny mecha which are very durable and strong, but also very costly and time-consuming to replenish. like the pandemonium, you can buy them off their markets or get some through post-battle salvage

the virtuous is a unique, very strong destroyer-sized mecha which you can find only in a special fleet inside diable's home system, patrolling around their capital. the only way to get it is by defeating this fleet, which will spawn a virtuous 100% of the times, either through post-battle salvage or floating around in space afterwards

8
hey there, I was wondering about something. in this recent update, story point gain after reaching max level has been made separate from the usual story point gain while leveling up

Given that one of this mod's original features was altering how story points were gained after hitting the level cap, will it still alter story point gain in the latest version? or will the new vanilla story point gain system take over after reaching the level cap?

The way the new vanilla story point gain works is that it simply caps the story point EXP requirements at a certain level. Which, would be useful if the mod just simply continued the scaling of the experience past vanilla, using vanilla values for the first 15 levels; it does not. The lower levels have slightly to moderately reduced experience requirements compared to vanilla, to ensure you actually can reach the new max level in a reasonable amount of time, while still feeling a vanilla-like slowed progression as you get higher and higher into the levels. The level-cap-for-story-point-gain is only used on the level 40 variant, which scales to 4,400,000 experience required to go from level 39 to level 40. It caps the experience needed per story point gain to 4,000,000, which is equivalent to the Vanilla story point gain at 4,000,000--it takes 2,000,000 experience to get to level 15, and Vanilla has a multiplier for story point gain at max level of 2, so 4,000,000.

TL;DR: It uses the vanilla system.

So if understood correctly, ultimately even the highest level cap version of your mod was already set up in a way that closely resembled what was included in this latest game version, and as a result only the level 40 variant got a slight "buff" to post-leveling story point gain. That's nice, it'll be good to have about the same feel as before since your mod managed to strike a pretty good balance when it comes to progression

Thank you very much for your time and the detailed explanation, and also for your work on this mod

9
hey there, I was wondering about something. in this recent update, story point gain after reaching max level has been made separate from the usual story point gain while leveling up

Given that one of this mod's original features was altering how story points were gained after hitting the level cap, will it still alter story point gain in the latest version? or will the new vanilla story point gain system take over after reaching the level cap?

10
Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: December 02, 2021, 01:38:31 AM »
Looks like mod_info says so. And I set up all the mods less than 5 days ago, got DA off of discord's latest mod updates post

[attachment deleted by admin]

11
Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: December 01, 2021, 06:44:52 AM »
It doesn't look like this has been reported yet, so here goes

Upon fighting the Virtuous fleet, I was trying to scavenge the debris since the Virtuous had not appeared in post-battle the salvageable ship list, and I got a null pointer exception; all dialogue options just locked up altogether. I'll post a screenshot of that as an attachment.

And here are the relevant log lines:
Spoiler
16573565 [Thread-3] WARN  com.fs.starfarer.campaign.rules.super  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
java.lang.NullPointerException
   at data.hullmods.DiableAvionicsVirtuous_system.applyEffectsBeforeShipCreation(DiableAvionicsVirtuous_system.java:95)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.prepareShip(Unknown Source)
   at com.fs.starfarer.coreui.OO0o.String(Unknown Source)
   at com.fs.starfarer.ui.newui.G.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.showFleetMemberInfo(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:199)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:175)
   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.super.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.Stringsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Seems like something went wrong when trying to add the Virtuous to the debris salvage list? Furthermore, I've tried to reproduce this several times, and was unable to do so; around three dozen attempts, and every time the Virtuous either appeared on the post-battle salvage list, or spawned as an adrift destroyed hull on the map, and no errors occurred when trying to salvage them on either of those situations. Not sure if it was never supposed to appear in the debris salvage list in the first place, and the fact that it did was a rare bug of some sort

Also, I've made a copy of the log file, so let me know if there is any further info in there which might be helpful

EDIT: after a couple more attempts, I was able to get the bug to happen again. This time it crashed straight to the desktop (although the crash log referenced the exact same line and didn't differ in any way), but the debris salvageable ship list actually loaded a few moments before the crash, and the Virtuous was there. Curiously enough, there was also an adrift Virtuous on the map; maybe that happened the first time as well, but I didn't pay attention before trying to salvage the debris.

[attachment deleted by admin]

12
Modding / Re: [0.95a] Survey Corps Ship Pack
« on: April 26, 2021, 01:44:25 PM »
Damn. At the risk of sounding rude, I wasn't expecting much when I first read "collection of Apogee derived kitbashes of questionable quality", but boy was I immediately proven wrong.

These look outstanding and will make a great addition to the list. Great job my dude

13
Mods / Re: [0.95a] Neutrino Detector Mk.II, a false positive remover
« on: April 21, 2021, 01:05:53 PM »
You can tell the difference between a 'real' spike and a 'fake' spike by traveling perpendicular to the spike and seeing if it moves. There's probably a few other ways to tell, and there's also a bunch of 'normal spots' for stuff to be, but I'm not going to list all that here.

you're right of course, but at least in my opinion I still feel it's not worth the time. oftentimes the phantom spikes are small enough that the fake "object" would be somewhat far away, so if we move perpendicularly you still have to move a fair bit to make sure the pointer isn't moving at all, and that's time you could have just spent going towards the place and sensor bursting, which doesn't necessitate carrying volatiles and actually tells you with 100% certainty whether there's something around that area or not

phantom signals just feel very self-defeating in an ability that's supposed to help you save time honestly, like, here's this cool ability that'll show you where everything is so you don't have to waste time searching around aimlessly, but also it comes with false positives so you have to search around aimlessly anyway. it just makes the original neutrino detector not ever worth using (personally speaking)

14
Mods / Re: [0.95a] Neutrino Detector Mk.II, a false positive remover
« on: April 20, 2021, 04:38:08 PM »
I gotta say, this doesn't feel very cheat-y at all. the false neutrino spikes are a massive time-waster and a bother, there's nothing like counterplay or anything, you either have to follow them all and waste time or you potentially miss out on finding things. which, for an ability that should supposedly help not miss out on stuff... the fake spikes really make it feel mostly pointless

thank you very much for making this mod, it's a godsend and I'll definitely be using it in all my future playthroughs

15
Kind of a bug, but I don't feel like creating a modified version of the vanilla generator for station bounties just to prevent this from happening

makes sense. it's a considerable amount of added clutter to the code, and this issue doesn't really affect anything negatively. plus it's good for a laugh or two

on a side-note, Midnight Dissonant is a really cool and enjoyable addition to your mod. it's very interesting to be able to peacefully interact with the remnants in some capacity

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