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Topics - Andy H.K.

Pages: 1 [2]
16
Bug Reports & Support / Supermassive crash
« on: October 07, 2013, 10:27:08 AM »
So I was fiddling with ships and weapons stat for my little experiment. I took advantage of devmode to quickly reload stats changes. As expected, the two supermassive frigate had their AI shut down and crash into each other at maximum burn, destroying both.

And the game crashed, too:
Spoiler
66855 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant [shuttlepod_xfer] not found!
java.lang.RuntimeException: Ship hull variant [shuttlepod_xfer] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.getPlayerShip(Unknown Source)
   at com.fs.starfarer.combat.ooOO.shipDestroyed(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.reportShipDestroyed(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.???000(Unknown Source)
   at com.fs.super.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Is it unintended behavior due to devmode exploitation?

17
General Discussion / Killing me softly (Soft vs Hard flux weapon test)
« on: October 04, 2013, 11:37:58 AM »
As inspire by the heated discussion on beam weapon, particular this post, I've made a little mod to do some test....

I've made a modified lasher with only 2 forward facing universal slot, and pit two of these, one fitted with a pair of tactical laser (tactical variant), another fitted with one dual light autocannon plus one light assault gun (ballistic variant).

Theoretically this should be a easy win for the ballistic variant, as its DPS is superior and its weapon generate hard flux on enemy shield. Meanwhile the tactical variant, with its pair of low damage and soft flux generating beam, shouldn't even put a dent on enemy's shield.

And this is what happened when I helmed the tactical variant: (pardon the poor quality)

Some observations I'd like to pinpoint:

  • Despite the difference in DPS, both ships actually have their flux rising at a pretty close rate, although as predicted the tactical variant have to drop shield sooner, even got overloaded once
  • Curiously at some point, the ballistic variant simply refuse to shoot at some point. I see that as pretty clever - although maybe if he dropped shield and pressed on things would go differently
  • In fact this is a pretty tough fight.... in the end it's micromanagement that save the day.

What I'd like to prove is that soft flux generating weapon is as effective as hard flux generating weapon. I think the reason why soft flux is usually considered inferior is that it is slow acting, and the effect isn't obvious. With a hard flux weapon, you see a chunk of flux immediately deposited into enemy flux capacity. On the other hand, the vent restricting power of a soft flux weapon can be quite inevident.

Of course, hard flux weapon have a much higher chance to overload enemy. In fact, with the role reversed, with me behind the ballistic variant, I killed the tactical variant much quicker.

Actually I'm afraid I failed to prove anything at all. What I did only show the obvious fact: that superior DPS is superior, that piloting is a major deciding factor, and that high flux, be it soft or hard, is crippling and whatever weapon that can mandate such state upon an enemy is a fine weapon.

EDIT: screenshots of the two variant:
Tactical:
Spoiler
[close]
Ballistic:
Spoiler
[close]

18
Suggestions / Make in-combat flagship change temporary
« on: October 03, 2013, 10:09:42 PM »
What I meant is, after the fight is all over, switch me back to my original flagship.

You know, with high combat skill, I sit in my capital ship not just to get bonuses when deployed, but also to keep its CR pool high.

Now after every fight you stay in the last "flagship" you're in, I have to remember to switch back to my big ship immediately, or its CR start dropping, and that cost me supplies.

Or does it properly simulate crews slacking off when their boss is gone? ::)

Just my 2 cents. I suppose this is more of a quality-of-life issue.

19
Discussions / Typhoon Usagi
« on: September 22, 2013, 11:01:59 AM »
At the moment of writing, This "monster typhoon" is right on top of where I live. To be specific, about 80 km north of Hong Kong Observatory[HKO], at 23.0N 114.1E.

Even a few days ago, the storm has been predicted to make a landfall somewhere close to Hong Kong... and this is the path it took



It has been hyped as the strongest typhoon to hit us. Advisories were issued well before the storm is close enough to warrant a warning signal. It strengthened from a category 1 to a category 5 within 24 hours on 19th Sept. Even after grinding itself against Taiwan, Usagi maintained the strength of a "strong typhoon"  by HKO definition. Combined with spring tide brought about by the full moon, there are worries of a storm surge occurrence.

Hours ago it made landfall on Shanwei, around 100km east of Hong Kong, where it's said to have killed 10 people. With the landmass disrupting airflow, Hong Kong was not hit as hard as predicted. Although now the typhoon is at last weakening, gale and storm level wind are expected to maintain throughout the night.

Unfortunately, possibly because the city is pretty well-fortified against tropical cyclones, people are showing less respect to such natural disaster. With people engaging in activity like , as much as I hate to think about it - they need a lesson, and they might soon get it.

20
Bug Reports & Support / Infinite storage FTW
« on: September 15, 2013, 10:39:36 AM »


Lower left corner, cargo 0/690.

Didn't know exactly how it's created. Persist with saved game. The only important thing I remember before discovering this is 1. I bought a second Gemini 2. I took a wasp wing from abandoned storage and un-mothball it.

21
General Discussion / Fighter wing behaviour
« on: February 13, 2013, 06:33:28 PM »
Okay, we know that we have 5 types of fighter wing:

1. Interceptor
2. Heavy Fighter
3. Assault Fighter
4. Support Fighter
5. Bomber

From observation, I know that interceptor and assault fighter circle strafe closely around their target, support fighter circle around a somewhat larger radius, and bomber make bombing run.

But what about heavy fighter? And I don't even know if all the observations I mentioned above are correct.

I think this is important for modders to know as well, so as to put the fighter wing in the correct type. Recently I've been playing mods which classify rocket bombers as "assault fighter", and missing all their unguided rocket shots because of all the sideway momentum.

22
1. Distant targeting

Currently, to target enemies beyond your visual range in combat, you have to:

1. Enter command UI
2. Left click on enemy's icon
3. Press "R"

I think this can be simplified to by adding a "target current mouse-over" for the command UI, this can be assigned to middle mouse, which is currently unused.

Even better, distant targeting should be possible during combat, I think this is important when you have long range weapons on board. Such "cycle enemy target" action could be assigned to "T".

2. Multiple unit selection in command UI

Ship/fighter wing in close proximity usually have their icon overlapping each other, and can be difficult to pick individual units. While it can be solved by assigning control groups beforehand, this have to be done preemptively.

I think we can borrow from RTS again and have a "Selected unit" list. Currently selecting a single ship displays its portray at the lower left corner, the same place can be used to display multiple, smaller icons with multiple selections. And then we can use left click to select a single unit from the list, or shift+click to deselect one unit from the list.

3. Settings in combat

Currently there's no way to enter setting screen before the combat ends. I think its helps if we can go to setting by pressing "F10", mainly for tweaking control.

23
I believe giving "retreat" order if you picked "escape" strategy should cost no command point, right? I just fought a fleet too large for me to handle, picked escape and tried to fight it out anyway, figuring I would disengage when thing goes out of hands. I used up all my command point during the battle, and discovered my units would not accept my retreat order, forcing me to use "full retreat" and have my undeployed ships captured.

I think the problem comes with the new command UI. Giving orders opens the command channel, and this consume a command point. So a command point is used if I am to give a retreat order without the channel open.

But then if you make retreat order itself free, but still open the channel, all other commands with be free in the time window, then all hell break loose O_o

Edit: Tested in dire strait, the above still applies.

24
Bug Reports & Support / [Solved] Fatal: Null
« on: January 14, 2013, 09:58:08 AM »
I've went to the point where the campaign save consistently crash a few seconds after loading.

Log:
Quote
41935 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Running Starsector 0.54.1a

Mod used:
  • Fleet Control 1.10
  • Omnifactory 1.3
  • Uomoz 16.5
  • Restock for Uomoz mod 1.0
  • scourge demo 4

Core related? Mod related?

Edit: It was the Fleet Control Mod and the problem solved in the latest version

25
Bug Reports & Support / Firing Arc remains after ship destruction
« on: January 14, 2013, 09:19:45 AM »
I managed to commit suicide within simulation to the point of destroying the hull.

and I see this:

Spoiler
[close]

Is this suppose to happen?

26
Bug Reports & Support / Destroyer Escort strangeness
« on: May 20, 2012, 06:33:37 PM »
The only destroyer in my fleet, with a combat speed of 94, does not response to my Destroyer Escort on a capital ship with a combat speed of 55 and instead charge ahead, still in Search And Destroy mode. Only by shifting the assignment to Full Escort does it turn back and attempt to form up (and get its ass kicked by LRM, literally).

What's going on??

27
Bug Reports & Support / Crashes in reinforcement menu
« on: March 31, 2012, 10:11:11 AM »
The game crashes when you try to use the rightclick+mousewheel gesture to scroll your fleet roster.

here's the related crash log:

0891 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
   at com.fs.starfarer.util.oOOO.return.Oo0000(Unknown Source)
   at com.fs.starfarer.util.oOOO.return.new(Unknown Source)
   at com.fs.starfarer.title.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.new$o.super(Unknown Source)
   at com.fs.starfarer.title.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.new.o00000(Unknown Source)
   at com.fs.starfarer.ui.impl.OOoO.?00000(Unknown Source)
   at com.fs.starfarer.ui.public.super(Unknown Source)
   at com.fs.starfarer.ui.oOo0.?00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.?00000(Unknown Source)
   at com.fs.starfarer.ui.public.super(Unknown Source)
   at com.fs.starfarer.combat.F.O??000(Unknown Source)
   at com.fs.super.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

28
Bug Reports & Support / "Forlonn Hope" hide and seek
« on: March 12, 2012, 03:47:00 AM »
Not exactly a bug that make the mission unwinnable, but after wiping out majority of the enemy fleet, there are two condor that will play hide and seek with you, prolonging the mission with no action since the paragon is so slow. Since retreating count as failure, the player has to wait it out or the score won't register.

I suppose a certain modification to the mission in 0.51 is causing this as this had never happened before. Once again this may be a minor gripe but it would leave bad taste to new players trying out this mission.

29
Suggestions / Streamlining Crew Management
« on: February 21, 2012, 08:17:54 AM »
referring to this blog post: http://fractalsoftworks.com/2011/11/22/crew-management-and-you/#more-1215

First Off, I'd like to say the current method is clever and simple, but not exactly hassle-free.

So basically the Fleet screen works like a queue, with more experienced crew members filling out the top. It is easy to swap place between two ship, but what about inserting a ship into this queue?

Let's say we captured a new cruiser, it will be automatically placed at the bottom of the list. But now we want to use it as our flagship, manned by the best of your crew. We need to pick it up on the list and place it in the top, and then we would pick up our previous flagship and have to place it somewhere else. OF course we probably don't want to place our previous flahship, which has to be an important vessel, at the bottom, and now we have to reorganise our fleet one by one. That's quite a lot of clicks for a large fleet.

I think we need a smarter way of managing the queue. I would really like a way to insert the ship into the queue and have all other ships automatically push back by one square. Maybe we can have a "sorting wizard" kind of functions and let us sort the queue by certain rules eg. 1. by fleet point 2. by ship size (maybe you want destroyer at top followed by frigate, or fighter followed by cruisers...) 3. by ship role (say fighter top, carrier second, or assault top, point defence second etc.)

30
Bug Reports & Support / Game Crashes on "Load Game" attempts
« on: February 20, 2012, 02:12:30 AM »
Hi dev, great game.

I am having problem with the "Load Game" menu function. It crashes with the message "Fatal: 26143".

"Continue" worked and I relied on it to play with the same profile. However my recent experiment with starting a new game overwritten the "continue saves" and left me with no way to load my old profile.

Reinstalling the game failed to fix the problem.

Prompt response is greatly appreciated.

Andy H.K.

Pages: 1 [2]