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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - matveich

Pages: [1] 2
1
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.7a - Ready broadsides!
« on: September 07, 2019, 10:00:29 AM »
It looks there is a name mismatch between tahlan_nibelung_cover_l_Normal in tahlan_texture.csv and tahlan_Nibelung_cover_L_Normal in maps/weapon_normals.
This prevents the game from loading:
Code
[graphics/tahlan/maps/weapon_normals/tahlan_nibelung_cover_l_Normal.png] resource, not found in 

2
Suggestions / QoL and fighter changes
« on: September 02, 2019, 12:36:07 PM »
I have just one QoL improvement but it is a critical one:
1) Add leave all/take all items in storage inventory screen. I have been playing this game since 2012 and inventory management has been a major issue since campaign mode was added. I am pretty sure I spend 20% of gameplay time just storing my looted weapons. No need for major inventory screen overhaul - just two simple buttons to take/buy all or leave/sell all items in currently selected category.

Fighters are annoying and drover/spark meta needs to go. Possible changes:
1) Fighters are fast, numerous, and can be as tough as some frigates. PD weapons cannot handle fighter swarms. Add a dedicated mod(or change gunnery AI) to increase damage vs fighters for PD weapons.
2) Turret AI loves to shoot at fighters from big guns. This wastes flux and opportunity to score a hit on other ships. This can be addressed with a manual priority list for weapon groups/weapons. I generally don't want my ships to use hellbores/gauss on shooting fighters.
3) Destroyed fighters leave carcass, which blocks shots. Fighters blocking shots is bad enough. It is very frustrating when a random fighter blocks a shot from a hard-hitting and slow firing weapon. But even after being destroyed their carcass still floats around and keeps blocking shots. That's just too much regenerative armor, which makes battles long.

3
Mods / Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« on: September 01, 2019, 10:19:29 AM »
Is it possible to tone down Caliph shield generator? The ship is already very strong due to weapon range, no need to make it immortal. The only time my shields went down when I was fighting 7-8 ordo fleets at the same time. Here are a few possible nerfs:
1) Reduce arcs of rotating shields to 90 degrees. Assuming all other numbers stay the same this should give AI ships enough time to overload generator via skinshield.
2) Reduce rotating shield flux/flux dissipation. You need about 8 capital ships focusing one shield to bring it down. At the same time the shield is rotating so it spreads damage across hull/skin shield and another shield arc. Not to mention Caliph will suppress/overload all ships around her before they even get into firing range.
3) Reduce flux on skinshield. Due to how rotating shields are strong, enemy ships do not have enough dps to overload the generator.

Without any officer perks the ship is more or less fine. But with max level officer or player it literary becomes the I win button.
I have tested Caliph with shield generator and shield emitter flux/dissipation set to 10000/200 and it is much better.

Also, could you adjust drive system to kill rotation when it ends? AI is crazy when using this system and ends up spinning around.

4
Suggestions / Carrier/Combat tag
« on: August 10, 2019, 12:16:57 PM »
Can we have an in-game option in retrofit screen to set tag behavior for ships? In 0.9a I had to manually change tags for all combat carriers to carriers to avoid suicidal runs. In 0.9.1a the situation is slightly better until I decide to put a single tac laser or HVD for occasional poking.

In general, I think ship behavior customization should be part of retrofit screen(or even in combat) rather than xml config.

5
Discussions / Re: Alex is about to make a lot of money.
« on: August 03, 2019, 03:08:37 AM »
Like you said, Alex can put it on a blacklist later, I think it is good for exposure, kind of like a free weekend type deal.

If Alex completely removed DRM the sale figures would stay the same. DRM has never stopped pirates and good games always generate revenue even without DRM.

6
Histidine, could you, please, allow NPC colonies to grow? Specifically(ColonyManager.java):

Code
public static final int MAX_NPC_COLONY_SIZE = 0;
...
if (allowGrowth && !market.isHidden() && market.getSize() < MAX_NPC_COLONY_SIZE
&& Misc.getMarketSizeProgress(market) >= 1) {
...

Or at least move it to json config file?

7
I have a problem with agents. Please, help.

Code
373155 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.agents.InfiltrateCell.removeLuddicCell(InfiltrateCell.java:102)
at exerelin.campaign.intel.agents.InfiltrateCell.onSuccess(InfiltrateCell.java:46)
at exerelin.campaign.intel.agents.CovertActionIntel.execute(CovertActionIntel.java:286)
at exerelin.campaign.intel.agents.CovertActionIntel.advanceImpl(CovertActionIntel.java:311)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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)

To reproduce:
1) Start infiltration of an active cell.
2) Destroy supplying base.
3) Wait for infiltration to end.

8
Mods / Re: [0.9a] High Tech Armada
« on: March 02, 2019, 10:59:14 AM »
Many thanks. I have ran a quick test and updated caltrop behaves much better. Too good to be honest. Unless the ship is focused it is pretty much invincible. The repair rate rate might need some nerfs.

9
Mods / Re: [0.9a] High Tech Armada
« on: February 28, 2019, 06:08:12 AM »
Thanks. I think one possible way to implement repair turret AI is this:
1) Get list of all player ships.
2) Remove ships out of range.
3) For every ship in range evaluate repair score.
4) Start repairing ship with highest repair score.

Repair score depends on number of factors, which multiply the score by some weight:
1) Ship size. Repairing capital ships is more important than frigates.
2) Remaining armor. As percentage of max armor.
3) Remaining hull hp.
4) Overload status.
5) Remaining flux.
Ideally, these parameters(and repair rate) should be in a separate config file, so a player can tweak ship's behavior.

10
Mods / Re: [0.9a] High Tech Armada
« on: February 27, 2019, 05:58:21 PM »
I have been trying to make caltrop work in my fleet but this ship needs improvements. The repair rate seems to be a little to low to make any difference. But most importantly the ship chooses any target but the one that actually needs repairing. I had two capital ships on guard order next to caltrop, one of them is under heavy fire, the other is full hp/armor. Caltrop never repaired the damaged ship even after the battle was over. It is even worse if there are two of them in the fleet as they will just keep repairing each other.

11
Market invasion needs to have a cooldown period of at least one month. There is a potential exploit: once you have defeated defenders you can keep raiding the market and then capturing it to get money via shutting down industries and then give it back to raid more.

Also, there is a bug: after raiding and invading a market a player can fight defenders, which is his own fleet. Choosing this option leads to a battle where no enemy ship spawn.

12
General Discussion / Re: 4X elements in 0.9
« on: September 21, 2018, 12:44:34 AM »
i hate strategy games, I hope it never becomes a 4x game.
You know what my favorite strategy game was? Ultimate General Civil War. Total War style battles with no construction -- just war with the units you brought with you (or the reinforcements you set up before the battle), and then once the fight is over you get dumped to an army management screen where you replenish your troops and adjust equipment with money you made from your performance in the last battle and then click a button and boom into the next fight you go.
Not a single iota of resource gathering -- like Homeworld but the game just assumes your fleet mined the map dry after the fight. Genuinely refreshing. I hope SS never introduces resource farming

It's all about player's choice. A lot of sandbox games doesn't contain a strategic layer, so there is practically no late game activities. In my opinion a good sandbox needs to contain 4X elements, so a player can keep playing even after he has reached max level and gathered massive fleet. If you don't want to play a strategy game, you don't have to.

13
General Discussion / 4X elements in 0.9
« on: September 20, 2018, 08:27:04 AM »
I cant imagine playing starfarerstarsector without nexerilin mod because it gives purpose for your massive fleet: outpost capture. So, are there going to be any 4X elements in 0.9 and beyond? Specifically:

1) Will we be able to build ships/weapons in 0.9? From raw resources to intermediate products to space ships. Similar to how X series allows you to be completely self-sufficient via production complexes and player HQ.
2) Will we be able to capture and control enemy outposts? I really want to have the ability to conquer the entire galaxy map and not rely on mods to do that.
3) Will we be able to create/control fleets? For example, order one of your officers to take some ships and defend an outpost on his own. Or maybe task him to do some hauling/trading for you.

14
I am not sure if this is a bug or working as intended but sometimes I recover my destroyed ships without any D-mods. However, recovered ships are still marked as D-class ships. Also, since the ship does not have any D-mods I can not recover it at the shipyard.

My character has max points in all skills in the industry tree, specifically in recovery operations, which is supposed to remove number of D-mods on average.

I am posting in modded section as I am running a number of mods(can be found in this topic: http://fractalsoftworks.com/forum/index.php?topic=12698.0), but I am sure this is related to vanilla behavior only.

15
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.0 (Beta)
« on: June 18, 2017, 12:42:24 PM »
I have a number of suggestions to improve the mod:
  • Fix the leave button in the main menu.
  • Add leave button to blueprint screens, which returns to the main menu. Currently the only way to exit blueprint menu is via esc key, which forces you to undock with the station. There should be a return button or esc key should return to the main menu, not force undock
  • Add global resource multipliers to omnifac settings. If a player wants to lower or increase base resource cost for manufacturing, it should be possible to do so via omnifac_settings.json
  • Replace metal and transplutonics with basic and rare ore. Basically, omnifactory should require only basic resources to manufacture things, as processed resources can be unobtainable for player. On the other hand if production requires only basic resources, mining(Nexerelin feature) becomes an alternative to trade.
  • Fix blueprint cost tooltip. For example, some weapons require metal and volatiles(like mining blaster), but consume transplutonics.
  • Overhaul print messages. It is not very clear what omnifactory is doing currently and how long it should take. I suggest to print omnifac total status every time player undocks. So if omnifactory is researching or manufacturing something, once player undocks he should see a message like this one:
    Research -- time left
    Weapon1 -- 5 days
    Ship1 -- 3 days

    Manufacturing(Quantity) -- time left item/total
    Weapon2(2) -- 2/10
    Ship2(3) -- 3/15
  • Add ability to queue ship construction. Currently only one ship per type can be queued to construction.
  • Remove money cost for analyzing/researching. Now that omnifac requires cores/resources, there is no reason to ask for money to produce ships. Increase resource cost or add supply/fuel cost if necessary.
  • Consume resources before production. To avoid problems when multiple things are queued for construction and race for resources it would be safer and easier to consume resources on build order.
  • There is an exploit with weapon construction. If there are enough resources, it is possible to equip a weapon via retrofit screen and then transfer back all resources, thus making weapon production resource free.

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