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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 - RustyCabbage

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1
Mods / Re: [0.96a] Ship Catalogue/Variant Editor (SCVE) v1.8.2
« on: August 15, 2023, 02:28:08 PM »
That variant editor is the dev mode variant editor, not anything related to SCVE. It appears after running the benchmark mission, as the benchmark mission turns on dev mode (stated in the description)

2
Yeah I think there's an Aurora variant that might have to be deleted but otherwise you should be good.

Will take those points into account, thanks!

Sorry, how do I delete the variant? Just removing Aurora_FS.variant from mod folder doesn't fix the crashing, with the error still saying this variant not found.

Btw the download link in topic is broken.
delete it from default_ship_roles.json. not sure if it shows up somewhere else.

will fix the dead download link I just don't have access for the rest of the month so it might be a while

3
Yeah I think there's an Aurora variant that might have to be deleted but otherwise you should be good.

Will take those points into account, thanks!

4
I removed them since they weren't really working according to their design goals in my experience. Some elements of them might return after a revamp but I have to think about the concepts some more.

In the mean time, you can actually enable both versions of Second Wave Options and just disable any overlapping features to get the same effect.

5
Mods / Re: [0.96a] Ship Catalogue/Variant Editor (SCVE) v1.8.2
« on: July 11, 2023, 05:56:46 AM »
This mod is so handy, cheers for making it  ;D
I have a small request if it is possible. Would it be possible to have a "load variant" option in the refit hull mod selection (kind of like the save variant option)?
Not sure if that would be possible though.
Thanks again for this mod.
You're welcome! As for loading variants... Probably? I'm just not sure what the potential utility of it would be over using the standard autofit menu. What would you do with it?

6
Does the Reduced Salvage Chance for Larger Ships multiplier take into account the recovery chance from built in S-mods, ships piloted by the player, officers and the salvage perk? I WANT my ships with officers and S-mods to be destroyed. If it doesn't take those into account is there anyway for me to modify the game myself?
Honestly from my testing I'm not sure it works at all anymore. Probably have to approach it from a different direction as Starpocalypse does. You might want to check out that mod, which will at least force you to expend story points to salvage, iirc.

7
I don't even remember adding a mechanic that gives them s-mods but that's very cool if it happened! On the bright side, all that needs to be done to play with this mod on 0.96a is updating the version number (as far as I know anyways).

And an update of sorts might be coming to this mod soon(tm)... :)

Any news on an update? I'm just getting back into starsector and found your great mod here. Am giving it a go as we speak  :)
Looks like you already found the discord, but... yeah take a look there 8)
Not quite ready for a forum release and quite different from what's available on the forum but hopefully it's fun.

8
Mods / Re: [0.96a] Ship Catalogue/Variant Editor (SCVE) v1.8.1
« on: June 17, 2023, 11:05:31 AM »
Worked like a charm! Thanks a lot. I have to say this mod helps me a TON as a new player. Able to browse all the weapons and mods. Absolute game changer!
:)

Not sure if it'd be possible or not, but would be nice to have stations be available, whether in a seperate mission for them or not. Considering alot of faction mods which use new stations don't have a mission to test their stations in, by default. Currently, I kind of just use the performance test to hopefully randomly get them to get an idea of how they work.
I'd gotten this request a few times so I'll work on it, but unfortunately because I am dumb and bad the blocking stations stuff is baked pretty deeply into the code and untangling all the spaghetti is very annoying.

My suggestion for a workaround while I figure out how to unjank this mod is to remove the "station" hint from whatever stations you want to check in ship_data.csv and that should allow the stations to show up in the mod. (also remember to change the ship filter from HEAVY to LIGHT or NONE)

9
Mods / Re: [0.96a] Ship Catalogue/Variant Editor (SCVE) v1.8.1
« on: June 13, 2023, 08:18:31 AM »
 
This tool is going to consume countless hours of my life. It was a mistake and I should never have been allowed anywhere near it. I fear the godless abominations I will create.
:D

Sorry if I'm missing something but how do I get my saved variant from the editor to my save?
You'll get a file in ../Starsector/saves/common/SCVE called <hullId>_<variantDisplayName>.variant.data

You'll want to remove the .data from the name, use a text editor to set "goalVariant": true,, and then move the now .variant file to a ../data/variants/ folder. I'm not sure if I can have it create a goal variant automatically at runtime, I'll test that out, but I'd wager not.

10
Seems like there's something wacky with a ship variant. (.96a)

43808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [aurora_FS] not found!
java.lang.RuntimeException: Ship hull variant [aurora_FS] not found!
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.V$Oo.getFPCost(Unknown Source)
   at com.fs.starfarer.loading.V.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

To bootleg fix it, i removed these lines from default_ship_roles
"aurora_Assault_Support":0,
"aurora_Escort":0,
"aurora_FS":0,
to be fair, it's technically not updated for 0.96 yet. :p

Is there a way to set a cap on how much fleet size scales over time?
DEmaxNumShipsFromDoc in the .ini file should be what you're looking for. The comment for it is basically incomprehensible to me now but i'm sure lower number means lower limit

11
Mods / Re: [0.96a] Ship Catalogue/Variant Editor (SCVE) v1.8.1
« on: June 05, 2023, 08:07:10 PM »
Just a heads up. Not sure if this will be useful. SCVariantEditor_saveVariant is being used by NPCs in the campaign. My save file contains about 40+ instances of it on NPCs. Might be an issue if players want to remove the mod in the middle of a campaign.
Welp. That's not good, thanks for the heads up.

Update v1.8.1 should fix any cases of this occurring.
https://github.com/RustyCabbage/ShipCatalogueVariantEditor/releases/tag/v1.8.1

12
Mods / Re: [0.96a] Ship Catalogue/Variant Editor (SCVE) v1.7.5
« on: June 02, 2023, 06:51:53 PM »
A great addition would be adding fleetwide player skills - e.g. Flux Regulation as an option. Maybe a special hullmod like the officers?
The basis for adding them to any officer is done, if I recall correctly. I could probably add a toggle to set an officer as an admiral. Not sure if it'd work in simulator, but it might be interesting.

13
Quote
- more clarity on advancement of Galatia academy missions. I think there's a nudge to go visit the academy eventually, but it immediately flows into radiant quests from Sebastyen, with little indicator for new players that completing a certain number of those missions will advance into the At The Gates mission. Hence new players might be missing out on some key story elements. I think right from when you start receiving those radiant quests, maybe an intel item could be added to the Story tab on the intel screen indicating there's a goal behind completing the random quests.
I thought when you first meet Provost Braid she mentions that she had plans for you, but wanted to first establish a bond of trust and funnel credits so you could upgrade your fleet to her standards? Maybe I'm misremembering, but I don't remember that encounter leaving the impression of "here's some random jobs, but I'll never have anything more for you" at any rate.
Well, it's a common meme that players don't read. ;) And as has been noted in some of the blog posts, the game tries to accommodate for this by always having the "spam 1." option be reasonable. I don't think it'd lose anything to have a note indicating that radiant quests are only a starting point.

I think the game is complex enough so it warrants the use of your head here and there, that having the pop up "don't fly into a star" is imo needless clutter.
Most players after their first run will turn off help pop-ups, so I doubt this will affect the majority of players, while still being helpful for new ones.

Player should get all the loot from research stations and similar objects in one go.  Fleets, I can understand leaving a pile behind in case a third party killed the fleet, and player picks up the leftovers.
That's a great point. Maybe leaving salvaging for debris fields and actions committed by non-player actors is the way to go?

- Some sort of mechanism for recovering from total losses, which happens to inexperienced players relatively often. Nexerelin uses ship insurance to recoup some of the value of lost ships, and I think this is a good avenue for introducing an additional mechanic to soften the blow of player losses which are rather asymmetric compared to the infinitely generating challenges created for the player. Probably a significant amount of overhaul involved but it seems fairly reasonable?
I forgot to talk about this point. Wasn't the whole "get jumped by Pirates" problem completely solved by story points? As long as you have 1-2 story points saved, you can escape anything, unless you decided to sleep in a black hole. From the footage we often see him flying around zoomed in completely with 2x speed. It's not the game's fault when the inexperienced player doesn't pay attention. It's like me playing a first person shooter looking at the ground and moving forward, then malding when I get headshot by enemies.

EDIT: Also in every single game that allows you to save whenever you want, and then load, you'd be dumb not to take advantage of that. If you lose your fleet, it is legal to load a save. Unless he was playing in ironman...
Yeah, it's a fair enough work around in most cases (unless like the video creator you forget you have active abilities and you don't sustained burn out after dodging an engagement). That said, new players probably won't know that story points are essentially unlimited either, so they might still have one of those "I'm saving points for the ultimate encounter!" moments. I don't think it's bad to ease the learning curve a bit at any rate. Experienced players aren't losing huge numbers of ships (or are typically playing Nexerelin which has ship insurance anyways), so it's hardly dumbing the game down for them. Also don't forget that the tooltip for ironman mode still indicates that it's the "intended" way to play Starsector.

14
An error occurred. Please try again later. (Playback ID: eoIEi8MNvkMu1j_s)
Can you post a direct link or the name of the video?
Whoops. Edited. Direct link:
Code
https://www.youtube.com/watch?v=g8_1TAQB18o

15
I had the... fortune? of getting this video recommended to me by Youtube and thought I'd check it out.
https://www.youtube.com/watch?v=g8_1TAQB18o

It's very long, and a generally less rosy appraisal of Starsector than I'm used to seeing, so it was pretty interesting to watch. In my opinion a lot of the criticisms were from either a refusal to engage in game mechanics (loadout design, ship orders, the tactical screen somewhat), or in the vein of "I was expecting x instead of y and I think it should be x so the fact that it's y is bad", but I think there were a few good takeaways throughout it all:

- there should probably be a help pop-up for approaching coronas. I know there's the UI cues and sorta sound cue, but it seems new players often miss the cues and take significant CR damage as a result.
- some sort of autopause system when dangerous enemies are detected so you aren't jump-scared by enemies you can't dodge (a la SafariJohn's Hostile Intercept mod)
- danger stars in pre-combat dialogue. They're shown when mousing over them during the campaign, but if the player missed that it's difficult for new players to get a sense of how difficult an encounter will be (aside from loose indicators like the amount of difficulty xp being rewarded)
- better language about whether or not you can disengage without combat. It's not really clear that if your burn level is higher than your pursuer's then you can dodge the combat mostly without repercussions.
- there currently isn't really any decision making behind salvaging objects/fleets after interacting with them. There's very little associated danger or much interaction involved, you simply know/remember to press the ability or not. I guess this one is a holdover from when we could salvage multiple times per debris field but I think it could basically just be bundled into the first set of drops
- bump up easy mode by reducing supply and fuel use. It's not very difficult for veteran players, but beginning players could probably use a softer learning curve.
- more clarity on expedition sizes. keywords are provided, but I wonder if it wouldn't be too excessive to provide something like a list of notable ships like is done for bounties. Maybe that messes with the immersion
- kill rewards from commissions are kind of low. Most of the benefit from commissions comes from the passive income and there's actually very little incentive to fight on behalf of the commissioning faction since the rewards per kill are pretty low. I think Sundog's Ruthless Sector mod does a better job of scaling the rewards to incentivize fighting instead of AFKing (which sadly the video creator tended to do a lot of)
- more clarity on advancement of Galatia academy missions. I think there's a nudge to go visit the academy eventually, but it immediately flows into radiant quests from Sebastyen, with little indicator for new players that completing a certain number of those missions will advance into the At The Gates mission. Hence new players might be missing out on some key story elements. I think right from when you start receiving those radiant quests, maybe an intel item could be added to the Story tab on the intel screen indicating there's a goal behind completing the random quests.
- Some sort of mechanism for recovering from total losses, which happens to inexperienced players relatively often. Nexerelin uses ship insurance to recoup some of the value of lost ships, and I think this is a good avenue for introducing an additional mechanic to soften the blow of player losses which are rather asymmetric compared to the infinitely generating challenges created for the player. Probably a significant amount of overhaul involved but it seems fairly reasonable?

Anyways, just random thoughts I had from spending much too much time listening to someone rant about this game :)

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