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Messages - Algro

Pages: [1] 2 3 ... 5
1
Bug Reports & Support / Re: [0.9a-RC10] Stuck on salvage screen
« on: November 24, 2018, 11:57:35 AM »
Wait...Just found that the bug is squished on the dev game, mybad.

2
Bug Reports & Support / [0.9a-RC10] Stuck on salvage screen
« on: November 24, 2018, 11:56:34 AM »
After defeating the Domain era mothership, I went to salvage the remains. On the salvage screen I tried selecting Assess as usual but 'nullPointerExceptions: null' appeared. After this no matter what I pressed the game wouldn't let me leave the screen.

I tried to beat and salvage the same ship again but failed to replicate the bug.

Note: I'm using a portrait pack and have included Graphics, Lazy, Magic Libs

This is the .log:
Spoiler
8230 [Thread-4] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. addMember(ShipRecoverySpecial.java:248)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:160)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:151)
   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.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
   at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

3
Suggestions / Re: On planets and industries
« on: November 22, 2018, 07:16:18 AM »
I think that a limiting factor would improve both the inherent challenges of colony building, as well as temper the military challenges that result from it. Fledgling colonies should just not be a major player in interstellar trade, unless you purposefully specialize on one especially vulnerable segment of the market.

Add me in as someone who supports limiting colony buildings, the ability to dump money and forget should be just a placeholder for a better 'colony management mini-game'.

Drawing from other colony sims like Civ or Stellaris, maybe a 2D grid should be implemented controlling how the maximum land the player can use while some land are blocked out by 'conditions' that the player must overcome to enlarge their colony. The grid will provide the opportunity to implement bonuses to structures beside one another giving the player a challenge of min-maxing.

But if Alex wants the game to be more simple, just implement colony size/ planet size structural limitations as everyone said before. A good bonus to this would be more planet/condition specific structures and structures that have additional benefit when constructed on the same planet.

4
Suggestions / Re: Faction Expeditions
« on: November 22, 2018, 06:51:28 AM »
I'd prefer something along the lines of taking over, to let the other factions continue enjoying pather cells.

Or that, just anything that provides a conclusion to some event with a massive game-changing fight that's challenging. Generally a high challenge option with different results as per the players choice.

5
Suggestions / Re: Faction Expeditions
« on: November 22, 2018, 05:21:07 AM »
I have to agree, the frequency of expeditions and Luddic Path cells are both excessive currently. They are a lot more annoying than fun. My suggestions would be (please excuse if some of these are already in game) -

1. Player's faction should be able to form diplomatic / trade treaties with other factions to prevent expeditions.
2. Expedition frequency should scale down with faction relations and defense strength of the target system. IMO they should stop altogether if relation with NPC faction is "friendly" or higher.
3. Nearby Luddic Path cells should disband completely if I destroy their space station. They may crop up again after a random amount of time (modified by relevant factors) instead of the current fixed interval.
4. There could be a minigame (even if it is a simple text adventure, like the raids) to commit resources and marines to take out Luddic Path cells on a planet. There should be risks involved such as facilities getting disrupted or destroyed or size reduction based on how aggressive you are.

I like what you have proposed, especially those I've highlighted in your post. The lack of options other than direct user interference like raiding and destroying something that opposes you is limiting player options, forcing the player to periodically maintain their colonies or leaving them debuffed. So generally Alex should add more options like:
1) A diplomatic option to work around expeditions when you have a good relation with the faction. This can be in a form of a non-aggression pact or oneway periodic payments
2) A non-ship-based aggressive action involving the use of raids against cells as a prevention tactic or hiring your own fleets to take out the troubling Luddic base.
3) A more challenging option for late-game players like destroying the Holy Luddic Orbital Church (Unique Super Star Fortress) that wipes out future possible raids and cells across the sector.

These options would also have downsides like 1) High costs or high relationship requirements 2) Negative stability b/c of public relations for a month or two 3) A Holy Crusade against your colonies

With these options, the new expedition mechanic would be more well rounded and provide a better player experience. Anyone who supports this?

6
General Discussion / Re: Colonization and possible ways to improve it
« on: November 20, 2018, 03:36:52 PM »
However, I should plop a temporary colony down on the planets with ruins for more blueprint mining, if nothing else.

Did I see this right, you can get blueprints by colonizing planets with ruins? I thought ruins give blueprints only once after the survey.

7
General Discussion / Re: 0.91 Wishlist
« on: November 20, 2018, 03:45:23 AM »

Import fees? If you look at the demands screen, there is a tab for consumers. In there you can see how much you need, it's so small it's ignorable like 4% at 4k (correct me if I'm wrong with the stats here).

If I was to suggest anything, it would be to give appropriate rewards towards taking down hard targets at the sectors edge. Killing battleship level enemies out there is expensive, very expensive. So it needs to provide some kind of boon.
This is very true, I've been taking out Battlestations and raiding other factions, but the rewards never match the effort put into it. The Big REDACTED thing also gave me nothing worth my time even with maxed out salvage with three salvage rigs.

The new endgame is searching for blueprints. So hopefully we get more of them from destroying battle stations and raids.

8
General Discussion / Re: 0.91 Wishlist
« on: November 19, 2018, 11:11:57 PM »
For me, colonies must be either low hazard or high value for the hazard rating, but even still I'll try finding low hazard planets.

Why? Hazard is the multiplier for upkeep, if you do find a high hazard high-value planet it will only be profitable to have a megaport, a star fortress and some ground defense with ONLY planet specific resource structures.

On the other hand, low hazard planets are profitable no matter what you make, so they are your main fuel facilities and orbital works.

Adding to the wishlist:
-The ability to research ships by breaking some apart, aka. artificial blueprints
-Some tools to lower hazard rating and unstable population
-The ability to buy out expeditions for a month to a year
-The ability to take out the Ludd cells, maybe a dedicated structure like the secret police

9
General Discussion / Re: Colonization and possible ways to improve it
« on: November 19, 2018, 09:55:37 PM »
For blueprints, I got the trident-longbow bomber set and Astral carrier, but I only have these and nothing else special. That said, this carrier beats the hell out of the everything, nearly all expeditions end in failures because of my defense fleets. My problem was that the scale of battles was getting too large that it breaks the game, two expedition fleets + three colonies worth of 300% fleet size makes the biggest battles ever so far in Starsector.

Just think, the enemy fleet of 8 or was it 10 conquests utterly destroyed my star fortress. Then me with my 6 and ally 3 Astral carriers destroyed them in return, then their cruisers (in another engagement), then their frigates (another engagement x2), then their logistic forces of 50+ fuel tanks and transport ships creating the escape loop I said before.

800k worth of stuff was consumed that month, geesh. This seems quite late game if the battles you fight lasts up to 20-30 minutes.

The expeditions are either too large and too regular, it must be toned down in systems with multiple colonies.
It should be changed so that your influence/your colonies influence with other factions determine the fleet size and regularity, those with open hostilities with you should be the only ones with regular war (expedition) fleets coming your way.

(Did I mention my single system dominates ALL resource production with 30% market share on almost everything? My fuel production is 55% of the entirety of the market in my main three-planet system alone and when you add my other colonies it's a total of 80% faction market share! Yay for more expeditions :'(!)

I wish the player had the option to send expeditions around the sector to quiet down them pitiful factions.

Back to the topic, the player gets too much power in the sector in the late game. 80% domination is no joke, its a monopoly. We need limitations based on planet size and colony size to be more in line with the other default factions.

10
General Discussion / Colonization and possible ways to improve it
« on: November 19, 2018, 11:32:19 AM »
My experience with the colony has been great so far, but it comes with some problems. (Short version below)

The current save of mine has 5 colonies, the capital at 7 stability pumps 320k per month. The moon has 300k at stability 6 and a gas giant in the same system with -50k. To get this I have spent millions on production and incentives with maxed out relative skills. It was a blast throughout the entire process and I loved the ability to have a giant stockpile of resources for your own personal use (Tariff-free). There are problems though, but once fixed, it will make the process even more enjoyable.


Here are the problems I've had:

1) I have three colonies in the same system, all being bigger then 5 so they attract A LOT of expeditions. The result is a litter of massive battles (Imagine 4 big blobs of one faction, 3 of another and 5 of your own with your spaceport, it was overkill). With my fleet of several capital ships, I tried one and the largest battle took 40 minutes and many engagements to complete, I spent almost all of my CR and concluded by LEAVING the battle without the salvage. Why? The enemy fleet of logistic ships was so large they had their own separate fight. They would retreat every time, spending CR on both sides, I had to leave or risk spending all my CR.

2) The process of the beginning of a colony and making a full-fledged sector market leader has too few steps in the process, it is as simple as placing the right things based on the colonized planet (note tiles like farming/mining are a one-step process) and volla, you just wait for it to grow.

3) I would love to customize my stations, but as of current, I haven't found the option to do so yet. This is a problem b/c the High-tech variant is still using mining lasers as their main armament based on what I had in the early days.



Here are some solutions that may help with the above problems:

-Have each of the tiles include more steps and have more unique tiles. The current version automatically improves production as the colony enlargens, but this makes it lackluster form a players perspective. If players were to have control over the farms and mining like upgrading from a spaceport to a megaport, it shows more clear signs of progression. What's even better, include unique upgrades to these tiles if certain conditions are met, like specialized mining facilities.

-As an extension of the step above, make planet size, and population size the major determinators of how much and how specialized the tiles the colony can build (Or planet size a contributing stat for how fast the colony grows). This would in effect create more meaningful choices because colonies are limited to what they can specialize with. The current build lets size 3 colonies on tiny moons to have the capability to match that of a habitable planet with size 7 structure wise, so with the appropriate money, the player only needs to spam all structures in one go and leave for two months to finish all upgrades.

-Stability 10 planets should not have so much expeditions coming every month, its a battlefield with salvageable ships floating everywhere, like really, everywhere, not to mention the debris ring the game has artificially made.


-QoL improvements:
    -Indicators for upgradeable tiles
    -Allow installation of cores and special items on any planet when the item is within a colonies storage


The short version: I want to see more steps in the process of colonization, limitations on how much can be built based on colony size and more specialized tiles for special resources, these build up to more specialized colonies unlike the Jack of all trades we currently have. Generally speaking, more options with limited space making tile choices more challenging.

11
General Discussion / Re: 0.91 Wishlist
« on: November 19, 2018, 11:24:20 AM »
My experience with the colony has been great so far, but it comes with some problems.

The current save of mine has 5 colonies, the capital at 7 stability pumps 320k per month. The moon has 300k at stability 6 and a gas giant in the same system with -50k. To get this I have spent millions on production and incentives with maxed out relative skills. It was a blast throughout the entire process and I loved the ability to have a giant stockpile of resources for your own personal use (Tariff-free). There are problems though, but once fixed, it will make the process even more enjoyable.


Here are the problems I've had:

1) I have three colonies in the same system, all being bigger then 5 so they attract A LOT of expeditions. The result is a litter of massive battles (Imagine 4 big blobs of one faction, 3 of another and 5 of your own with your spaceport, it was overkill). With my fleet of several capital ships, I tried one and the largest battle took 40 minutes and many engagements to complete, I spent almost all of my CR and concluded by LEAVING the battle without the salvage. Why? The enemy fleet of logistic ships was so large they had their own separate fight. They would retreat every time, spending CR on both sides, I had to leave or risk spending all my CR.

2) The process of the beginning of a colony and making a full-fledged sector market leader has too few steps in the process, it is as simple as placing the right things based on the colonized planet (note tiles like farming/mining are a one-step process) and volla, you just wait for it to grow.

3) I would love to customize my stations, but as of current, I haven't found the option to do so yet. This is a problem b/c the High-tech variant is still using mining lasers as their main armament based on what I had in the early days.



Here are some solutions that may help with the above problems:

-Have each of the tiles include more steps and have more unique tiles. The current version automatically improves production as the colony enlargens, but this makes it lackluster form a players perspective. If players were to have control over the farms and mining like upgrading from a spaceport to a megaport, it shows more clear signs of progression. What's even better, include unique upgrades to these tiles if certain conditions are met, like specialized mining facilities.

-As an extension of the step above, make planet size, and population size the major determinators of how much and how specialized the tiles the colony can build (Or planet size a contributing stat for how fast the colony grows). This would in effect create more meaningful choices because colonies are limited to what they can specialize with. The current build lets size 3 colonies on tiny moons to have the capability to match that of a habitable planet with size 7 structure wise, so with the appropriate money, the player only needs to spam all structures in one go and leave for two months to finish all upgrades.

-Stability 10 planets should not have so much expeditions coming every month, its a battlefield with salvageable ships floating everywhere, like really, everywhere, not to mention the debris ring the game has artificially made.

-QoL improvements:
    -Indicators for upgradeable tiles
    -Allow installation of cores and special items on any planet when the item is within a colonies storage

It's getting long so I'll be making a new topic for this specifically

12
Suggestions / Re: Faction Expeditions
« on: November 19, 2018, 10:19:00 AM »
It seems the expeditions come because you have too much of the market share, the expedition is here to decrease your presence in the sector for their own profits. At least that's what I think because it can also be the drug trade thing everyone's doing (I know you do drug trading, the great majority of it too in the sector).

13
General Discussion / Re: Space Station showcase
« on: November 19, 2018, 10:09:51 AM »
High tech stations have minefield as a system on the two sections with 3 large energy mounts, it's on the star fortress only.
Also, on star fortresses, there are these small spinning things rotating on a fixed axis. On the high tech variant, it is four of them with fortress shield systems and a paladin DP as its only weapon.

In my experience, properly fitted high tech stations are the strongest (Those long-range energy snipings are no joke, AND they have recalling bombers for further damage), seconded by low tech (Saturation attacks 360). Mid-tech seems good against battleships but weaker against bombers, sabot missile bombers especially.

Generally, all stations are weak against bombers, High tech deals with it by sniping the carriers at long range or by beaming the fighters down at long-range. Low tech has the best PD of them all, Mid-tech is lacking with its single facing focus fire module (A sitting duck with everything else destroyed).

PS. The prongs are Armor blocks to hide the main modules unshielded parts. Take them out and you'll have an easy time bypassing its shields directly dealing damage to the module.

14
General Discussion / Re: How do I get past the early game?
« on: November 19, 2018, 09:48:41 AM »
Try getting:

4+ wolves or anything faster than 150 (Or any of them rare high tech frigates)
3+ drams (that small fuel tank/ship thing) + unstable engines (Add surveying equipment as a bonus if you have it)
Any number of fast combat frigates with the burn ability
The result should be 10 minimum base burn speed (11/12 if you augment your engines)

With these, it should be very easy to escape any situation (Full retreat at the beginning of any retreat). At most you'll lose 1-2 fuel tanks depending on how fast their frigates are.

This scouting fleet should allow you to do:
Go across the entire map twice with max fuel
Bounty at the 50k price range
Any derelict scan mission
Survey missions based on your crew size
Get a commission for the sweet 50k salary per month (At least for Tri)

Note: you cannot upgrade to anything larger than a frigate b/c they will be too slow. If you want to play larger ships, remember to mass a large enough number of them to face 200k bounty in storage and prepare beforehand with backup cash. This is your best bet at not losing everything in a single pirate trap.

15
Had the same problem, posted it before but Alex didn't reply so this was my original post again:

After abandoning a colony, I tried to press the return to colony list screen resulting in a crash.

This can be replicated with ease with my current save with the following steps:
Open Command in game, open Dyrim the volcanic planet and abandon it. When pressing 'Return to Colony List' it should crash. (Duplicated three times consecutively)

Update: this crash only happens when you press the 'Return to Colony List' right after abandoning a colony.

MEGA download link: https://mega.nz/#!RyhSzISI!UEQ1vvZVlw7g9OUL_IxQ-VE-VVXPHa1RfPiBGMzKmwE

This is the .log file
Spoiler
111307 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.intel.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.OutpostItemRow.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.k.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.Oo0o$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0o.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.UITable.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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)
[close]

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