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Messages - Nick XR

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1
Modding Resources / Re: [GUIDE] Setting up Visual Studio Code to mod
« on: December 16, 2020, 02:17:50 PM »
Can you debug with VSCode?  I did SS stuff for a year without knowing how to attach and debug, if there's anything that'll save you time, it's having a real debugger attached.

2
Discussions / Re: I’m working on a game, finally.
« on: November 10, 2020, 04:01:41 PM »
Nice work!  Looking forward to seeing how it progresses!

3
Mods / Re: [0.9.1a] Cooperative Multiplayer Combat v3.6 (2020-05-03)
« on: November 10, 2020, 09:34:51 AM »
After using new version of the mod a lot with a few different people, encountered some more issues and have some ideas. But otherwise, have really been enjoying the ability to change ships (and off them) for the purposes of retreating and whatnot, makes having different CR times between players in long battles not that big of deal, because the other player can just hop into another ship while their old one retreats. Also has the fun effect of other players bailing the AI out of normally frustrating circumstances, like when the AI is being too passive or too aggressive, player2 takes control and can put the AI ship back into a favorable position.

Expand for bug

Spoiler
After testing it a lot, I have come to the conclusion that due to the fact playerships are typically under AI control and then selected, sometimes the AI messes with autofire groups turning some off, usually whatever it seems to consider the 'main' weapon group, IE the larges in a capital though sometimes its been things like Pilums, or a battery of medium weapons. To see this, if you watch the AI control the main players ship on autopilot, it toggles off and on autofire whenever it feels like it, on whatever groups the AI has decided it wants to do this with.
I imagine the AI just does this normally for every ship and so, whatever weapon groups are set to autofire at the moment of possession, are what player2 has, and not the autofire settings that were setup in the refit screen. Player2 toggling autofire on/off does not seem to fix this, neither does cycling weapon groups, only way to get around it is by being both fast and lucky, catching the AI before it messes with autofire settings.
I've had the AI turn off whatever weapon group Hephaestus Assault Guns and Storm Needlers were on with many ships as the best example I can give currently, I'm sorry I can't think of any exact vanilla ship/weapon combos that caused this to happen, its been a bit and since then I forgot the exact ships/weapon loadouts from the tests I did, it was fairly common though in normal play.

An issue where fighter wings assigned to ships with hangers in separate modules don't obey player2's target, they still obey attack/regroup, but attack whichever target they want.

There are also these various AI issues that I assume have to do with AI override stuff and other scripting things, where the AI has control over a function even while the ship is in the hands of player2, All SCY Nation ships vent whenever the AI wants, all Knight's Templar ships Priwen Burst whenever the AI wants, Some ships with special systems like a few Seeker ships have their inputs solely given to AI instead of player2 making them impossible to use. I don't know if you have the ability to fix these or not, but just thought I'd point them out incase there was a way, there's quite a few ships with hardpoints or inbuilt weapons in those mods that would be quite fun for coop players, but are effectively unusable because of these issues.
[close]

Also a few feature requests.
A target previous button as a option, as cycling through 10+ frigates again to target the one you want if you accidentally go past it takes a bit.
A indicator for whether or not fighters are on Attack/Regroup, in the chaos of big fights it can be easy to forget what setting they are on or see what exactly they are doing at a glance.
A way to see flux/hull levels on player2's ship if possible would be cool too, since the base-game UI that shows that for allied ships can be hidden quite often, at least anything that would help show whether or not player2 is winning their flux battle with a enemy ship if the main player is too busy to mouse over them, as suddenly pausing to check can be disruptive for player2's gameplay flow, especially with the latency of playing over a stream.
A way to possibly control omni-shields, either manual rotation with keys, maybe bindable set facings, or some other form of additional control for omni shields, like locking to the target, as the shield AI likes to get distracted by practically harmless frigates often, instead of real threats.

This is amazing feedback, thanks for taking the time to write it up!
My life is pretty hard right now so I'm not sure when I'll be able to get to this.  The next time I have a chance to make changes to this, I'll look into all of your suggestions and issues and see what (if anything) can be done about them.
Thanks!

4
OK, just making sure you had enough memory that you probably weren't triggering the GC.  Sounds like the same problem many of us have had with some mods causing stuttering that no one seems to be able to get to the bottom of.  Sorry :(

5
Have you upped your max memory?

6
HOLY ***, finally someone who played that game a ton as a kid. Man it's such a gem but I've never found someone who has heard of it. Played it so much after school (now have it on Steam :) ). The sequel was kinda eh, hoped more would come out of it, barely any mods out there unlike the RTIS. Anyways yeah, same as you, that game really scratched my itch for space combat and customisation, but when I found Starsector I could never go back to that point and click combat. Basically super fleshed out with actual balance, and then a thousand other things around it to make it a real proper game.

God I'm going through such nostalgia trips right now, thanks for reminding me of the good ol' days.

The mods for the game are great too!  It's a great game to fit into a spare 15 minutes.

The way WW and Stellaris have "end games" I feel really helps give the player an opportunity to call it a victory and quit.  And there's something about that, which really helps with a perception of how the game is.  There's probably a whole game-design theory around this, but I do think it's a useful tool in the game dev tool box.

7
Modding Resources / Re: [Guide] Semantic Versioning for mods
« on: October 22, 2020, 02:58:24 PM »
Perfectly said. 
The failure modes I see constantly:
  • Not save compatible
  • Not StarSector version compatible
IMO those are the problems we need to fix.  It would be great if the launcher could read a Mod's JSON file and saves to figure that stuff out (work for @Alex).  It would save everyone a lot of wasted effort.
But to do so it needs to understand which update is breaking the save. So if not SemVer, then an equivalent that provides versioning regime will be needed. Alex already did this for mod dependencies - this is the same approach as SemVer:

I too am good with what ever Alex comes up with, he just needs to by fiat enforce something. (especially the "don't load mods that aren't built for this version" problem)
Also I think much of the blame lies with VersionChecker encouraging people to update their stuff when the updates it suggests might very well brick their save.  Further the fact that version incompatibility warnings happen after you update a bunch of mods makes it difficult to revert to the prior good state (for most users).


I personally feel the only safe and sane strategy is to update your mods before you start a new play through. Everything else is just asking for trouble.


8
Modding Resources / Re: [Guide] Semantic Versioning for mods
« on: October 22, 2020, 12:22:10 PM »
Semantic Versioning makes the most sense in a context where you control architecture and users have incentives to learn and consistently apply your versioning. Neither applies to Starsector modding.

Perfectly said. 
The failure modes I see constantly:
  • Not save compatible
  • Not StarSector version compatible

IMO those are the problems we need to fix.  It would be great if the launcher could read a Mod's JSON file and saves to figure that stuff out (work for @Alex).  It would save everyone a lot of wasted effort.

9
General Discussion / Re: Are low tech ships supposed to be the "lowest"?
« on: October 19, 2020, 05:26:09 PM »
I think it speaks to the health of general balance that we've so far described a few viable play styles and examples of why each doctrine is good.

10
HYPE!  Excited to try them!

11
Without intending it, you've discerned the reason why most games in early access are buggy and not that much fun while each release of this game is comparatively bug free and entertaining.

12
Do you have the option:  `FighterWeaponBreakout` set to `true` by chance?
Nope.  I had not touched the .ini file, but I opened it just to check and it's set at false.

Thanks for checking.  Sounds like a more run-of-the-mill bug.  I'll check it out!

13
Do you have the option:  `FighterWeaponBreakout` set to `true` by chance?

14
In the second case a generous helping of extra XP might keep you from just reloading.

I feel like this an important goal and worth keeping in mind. Maybe the only time we can safely do this without abuse is when the player fleet gets wiped or nearly wiped and has to retreat and the player actually "loses".  I can't imagine that ever being a desirable/profitable end state compared to winning, but getting some SP or XP for it would really make me think twice about reloading in the beginning at least.

15
General Discussion / Re: best way to make big battles faster?
« on: September 30, 2020, 09:11:56 PM »
Is your game modded?  What's your battle size?

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