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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Wyvern

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1
Mods / Re: [0.97a] Random Assortment of Things
« on: March 19, 2024, 03:33:42 PM »
RAT seems to cause non-Omega missiles to explode on fade out rather than just fade and disappear like in vanilla.
Pretty sure that's GraphicsLib, not RAT.

From the GraphicsLib main post:
Features
  • Missile Self-Destrution

2
As someone who does not like RTS games, I would not consider that an improvement.

As for the rest of it - yeah, sometimes ships (especially ships with mobility systems) will go diving into situations they really really shouldn't. It's one reason I generally don't trust the AI with the Shrike, Fury, or Odyssey. But it's entirely possible to design ship variants that don't need a line of battle to function, and then you can generally get away with setting up some capture orders and otherwise letting your fleet do its thing.

(Edit: I mean, okay, if you're fielding wolves, some of 'em are going to die in some fights. That's just how it is.)

3
Ninja edit: If we lose ships in the first engagement, retreat, and re-engage (without disengaging), can we still recover them after the battle is over (assuming we eventually win?). If we fully disengage back to the campaign map and maneuver back around to restart the battle, I presume we lose whatever ships we lost for good, right?
To the best of my knowledge, how it works is:

If you engage the star base from 'consider your military options', then each engagement is a separate battle - missiles reload, any ships you lose in the first round are gone forever, and Field Repairs will definitely apply.

If you engage the star base by picking a fight with a nearby fleet with the star base supporting, then each engagement is treated as part of a single multi-engagement battle - missiles do not reload, and ships lost in the first round can still be recovered if you pull off a win. Field repairs may or may not apply, I'm not sure.

4
Suggestions / Re: Scrapped ships produce wrecks
« on: March 18, 2024, 01:41:41 PM »
Yeah, scrapping ships, getting the supplies/fuel from that, and then being able to recover them later feels like a bit much.

However, being able to mothball a ship and leave it for later retrieval would fit right into the setting; letting it sit in orbit- or even maybe just something where you can put a supply cache down on an uninhabited planet?

...Hm. We've got missions to raid other people's planet-side supply caches. We've got the abandoned stations where you can just store stuff. Being able to make planet-side caches seems reasonable

Actually, why are all the storage-usable abandoned stations in inhabited systems?

5
Modding / Re: Looking for cool mods that offer modded Battlestations
« on: March 15, 2024, 01:10:05 PM »
Interstellar Imperium. (To unlock the ability to build the battlestations yourself, you need the blueprint for it; this can rarely be found for sale on their markets - possibly only on specific military or "starship bazaar" type markets, I'm unsure of the details - and requires a commission and a decent chunk of reputation to allow purchase.)

6
Seems like a pretty reasonable plan to me!

Some comments, in no particular order:
• Limited shield angles is interesting, but can be problematic for the AI - one of the reasons I always s-mod extended shields onto tempests is because without it they'll inevitably try to angle the shield to defend against two different things at once and fail to block either. That said, combine it with good armor, and it works okay. (Still, remember that extended shields and omni shield conversion are hullmods that exist.)
• A sub-Gamma AI as described is definitely doable, but would require some fairly tricky coding. If you're comfortable with doing that- great! Do it! Otherwise, I'd suggest describing the sub-gamma AIs in lore for the faction, and then implementing them by giving the faction's fleets the Support Doctrine skill.
• Color scheme sounds good to me.

7
Suggestions / Re: An "always autofire" toggle for weapon groups
« on: March 14, 2024, 05:03:50 PM »
Seconded, this is a good idea. (And, yeah, having it default to off when loading makes sense.)

8
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: March 14, 2024, 09:55:00 AM »
What version of the mod were you on?
This was with 0.6.2a. Testing with 0.6.2b: No crash. Good job on the quick fix.

9
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: March 13, 2024, 06:53:56 PM »
Got a null pointer on loading a save with LOST_SECTOR enabled, when your mod had not been enabled when the save was made:
Code
3270875 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onNewGameGen(nskr_modPlugin.java:500)
at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onGameLoad(nskr_modPlugin.java:274)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
(Not a big deal for me, honestly; wasn't planning to continue that game, was just loading it up to check something. Still, a nullpointer like this should get reported.)

10
Blog Posts / Re: Simulator Enhancements
« on: March 13, 2024, 01:29:27 PM »
Neat. Slightly dubious about the AI cores thing, but - as someone used to the current no-officers-at-all simulator - I doubt that's going to be overly bothersome in actual practice. (Besides, you noted that it can be turned off.)

Guessing that the unlock progress is going to be under saves/common somewhere? (This is an important detail for me, personally, as I don't overwrite older Starsector versions when updating - so things that get stored in saves I'll have to manually copy over, while stuff that goes in java preferences will just carry over automatically.)

11
Caused by: java.lang.NullPointerException: Cannot invoke "java.util.Map.values()" because "this.supply" is null
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.getAllSupply(BaseIndustry.java:731) ~[starfarer.api.jar:?]
   at data.scripts.campaign.econ.US_mind.unapply(US_mind.java:58) ~[?:?]
Taking a close look at the exception, and I think this is more likely to be a bug with whatever mod "US_mind" is from, rather than Mimikko Assistants.

Edit: Yeah, this is a bug with Unknown Skies - likely due to some sort of weird interaction with some other mod; the place where it's exploding looks like something that "shouldn't" be able to explode...
But, given that Unknown Skies hasn't been updated since 0.95.1, I'm disinclined to investigate further myself.

12
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: March 13, 2024, 12:48:17 PM »
but it didn't work.
When you say "it didn't work" - how does it not work? Can you see the mod at all when you try launching Starsector? What does it show as the required version there? (If you can't see the mod at all, then that means that it can't read the mod_info.json file at all, which could be evidence of an accidental file name change, or could be evidence of some sort of permissions issue, or, etc.)

Also, did you actually check the file name?
Keeping in mind that windows in particular loves to hide parts of filenames, i.e., if you just look in the folder and see "oh, that file is named mod_info.json", it could still actually be named mod_info.json.txt because windows will lie about that unless you've explicitly told it not to.

13
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: March 13, 2024, 09:29:38 AM »
How do we update the mod ?

I tried to change to change the  "gameVersion": "0.96a-RC6" into  "gameVersion": "0.97a-RC11"  in the mod_info.json but it didn't work.

Can someone explain the process step by step ?
That is literally exactly the needed step, so something else must have gone wrong. Did you edit mod_info.json with the windows default text-editor and accidentally end up with the file renamed to mod_info.json.txt or something? When you say "it didn't work" - how does it not work? Can you see the mod at all when you try launching Starsector? What does it show as the required version there? (If you can't see the mod at all, then that means that it can't read the mod_info.json file at all, which could be evidence of an accidental file name change, or could be evidence of some sort of permissions issue, or, etc.)

14
While I don't entirely agree - certainly even with BotB and Flux Regulation I'm not getting anywhere near everything I want on any ship - I've got to say that overall the argument is sensible and well-reasoned.

I'll note, though, that for my preferred playstyle, BotB is basically mandatory just for the deployment bonus; I much prefer running a relatively lean fleet, and stuffing officers into nine ships is just too many ships. (Whether this adds to or detracts from your argument, I'm not sure, but it's a possibly-relevant data point none the less.)

15
Would you mind clarifying, please, exactly what the "Skilled Engineers" trait does?

I ask because "+X% repair rate" could be referring to the rate at which hull and armor is restored in the campaign, ala the Field Repairs skill, or it could be referring to the rate at which disabled weapons and engines are repaired during combat, ala the Damage Control skill, or even potentially both.

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