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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 - Albreo

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46
I'm back again. I am having the same issue with my game crashing when I launch it with a the mod. I can't seem to find the .log file unless it is the jar executable. I may be completely incompetent and just missing something so any help would be great.

It's the one that says "starsector" text document 699 KB. Normally the file extension will not show up as default, sorry I forgot. You can change that by messing with the File Explorer a little. On the View tab above, there's a tick box for file extensions on the right hand side.

Wait, I just noticed you're on the wrong game version. The latest version is 0.95a while yours is 0.91a

47
I have told this before but there's really a problem with no D-mods applied regardless of ship quality. Every faction gets access to pristine ships.


Example of my faction with no Heavy Industry.

- New mine skill is a bit too fragile and spawns very far from the target.

48
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My thinking behind that balance is that carriers are support ships and their wings do better when supporting another warship's engagement. This is because the enemy target will already have some flux built up and possibly some of its PD disabled or empty of ammunition if the warship has some missiles.

That's a bit harder to set up. Hmm.. maybe I should switch to a Legion with anything but anti-shield pebbles.

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Alright, teaser time!

3,800 armor. Ain't that even thicker than Onslaught. Shield Flux Efficiency is so good as well.

49
Am having an issue where I receive a Fatal: null error. I am unsure of how to solve the issue and could not find a solution anywhere.

C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Archean Order TC v1.4.0.2

This is where my file is located.

Anyone have this problem or know what it might be?

That is kind of not helpful. What you can do is post the bottom part of the crash log which can be located in \starsector-core\starsector.log

Cut out where the thing starts to go wrong with null error. Hopefully, it will mention which module is broken.

Also, your problem might have been solved already with patch 1.4.0.3 but I must stress that it's not save compatible.

50
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1) Replacement rate should be taken into consideration or otherwise rolled into the survivability grade and it doesn't seem like it is. (At a first glance.) For instance, the Wasp might be very fragile, but it replaces quickly enough that an F grade is somewhat misleading to its actual impact on replacement rate, if that makes sense. Same thing for E grades for the Spectre, Fang and Imp. In my tests with the Legion, it was actually fairly hard to reduce the replacement rate against Spectres. They could take 80% losses in one pass and be back to full strength in about 10-15 seconds - so not enough time to really reduce the replacement rate much.

Well, it's one of the very first crafts that I did a test with maybe I'm a little disappoint at how it goes poof in second. The reason for the initial low score is due to the vulnerability to all kinds of PD. It just doesn't cut it no matter how high the replacement rate is. The downtime is too severe to be worth it as they recuperate behind a carrier.

The survivability in question taking into account many things, mostly vaguely, including replacement rate, wing count. If it's a bomber/fighter, can come back from a bombing run get a bonus point. Mainly, the overall ability to maintain a full roster and maximize combat effectiveness, and these drones are far away from my expectation. It should be able to maintain at least 2/6 of the initial numbers at all times for it to get at least C while constantly engage in combat of equal proportion. And they are very weak against AoE fragmentation PD.

For example, The Aspect Shock. Even though it is the same cut as the rest of the variants, this thing can maintain a full roster due to its ability to neutralize all kinds of threats, therefore an S from me.

Now, I'm curious what kind of setup did you test with. I'm basically using a bare Astral against stock Astral/Executor/Eagle/Falcon. I don't even want to pair it with Legion, that thing is too crazy PD wise.

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Should bombers be *mostly* successful with their attack runs if interceptors are not there to protect the ship? Or should they be situationally useful but damaging?
From my visualization of a space battle, they should be able to come back mostly intact. In my case, an Astral, at least 50% of what they deployed should be able to hit the target with no interceptor cover. But at the moment, PD can intercept almost 70-90% and whatever hit doesn't even increase flux level to 20%. The best scenario for me would be to boost the damage/HP of the torpedo really high and force the player to deploy interceptors/fighters as the only means to counter it. If the projectile speed is reduced I believe a frigate can avoid these easily.
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How survivable should the baseline craft be against ship weapons? For instance, if one wing is under destroyer fire, how many seconds should the wing last?
Ship weapon you mean Non-PD? At the moment, I would say it already serves its purpose for being able to distract the main weapon lol.
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Should shields be better than armor defensively? Why or why not?
It should be equal to leveling the playfield. the armor is just superior at the moment. And I expect more expensive crafts to perform slightly better just slightly.
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Should at least a couple of carriers be required in the players fleet - whether to defend with interceptors or strike with bombers/gunships? Why or why not?
It should because it will be too vanilla if it doesn't, just kidding. I would say it's situational. If you saw another fleet full of carriers and you didn't deploy your own, I expect you to be beaten half dead.
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What are the most useful types of craft you have used atm and why? What aspect of their design makes them better to use over other craft?
I use every type for research purposes.

51
The new craft report is up:
For my reference, this is for 1.4.0.3, correct? My initial assumption is that it is a current analysis of the most recent update.

Or is this 1.4.0.2? (I will take feedback either way but there has been a large amount of changes between these two versions and I want to make sure I understand the context.)

This is for the latest version. I wrote the version number on the sheet name underneath.

52
The new craft report is up:

https://docs.google.com/spreadsheets/d/1BWd5Q_UxVQDnEGi3oHAsiBPTF0GVZG_W92BQYGIqEQU/edit?usp=sharing

I would like to point out that the impact of craft in combat is greatly diminishing and I could play without a carrier at all and only relying on a few interceptors and PDs. The trend is leaning toward vanilla where you only have to consider bigger guns and bigger ships. If most frigate could have more leeway to avoid death as much as Hyperion that would be more ideal for players to look toward small-scale combat. Probably a scripted ability to boost out + invunerability when on full flux will do.

There are still some vanilla crafts mixed in the full rooster with "allwings" cmd. I know they won't spawn or anything.

53
I'm playing with both AO and Nexerelin, in case it's important. Two issues I'm having:
1. NPC fleets are regularly get stuck in the black hole in the Archean Order faction's home system, which may just be an issue with SS's AI, rather than AO's code, as it reminds me of NPCs not pathing around suns effectively.

2. Adamantium Consortium patrols aggro (commissioned) PC's fleet for turning off their transponder in their faction's system, but not Pirates.

Firstly, AO really has nothing to do with the pathfinding behavior of any fleet. It's rather the base game itself.

Secondly, It's also the normal occurrence of the base game. Unless you are in your home system or there's a free market planet in the system, AI will mostly mind about your transponder off. Most non-patrol fleets will also neglect your transponder off. In the past, the AC was set to act like Pirate so it's more tolerable to transponder off. It's rather a befitting behavior for AC. Let's see if Morrokain can do something about it.

a question if i may ask though, while i believe other people asked this already i cannot find the answer so I'll ask, what will i miss out on if i turn off the total conversion?

No, you will not miss anything. It's just there to indicate that it is mostly incompatible with the majority of faction mods. You can follow the instruction to turn it off.

54
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Should be. I don't mess with drop rates of cores. The beam hullmods are more for support ships and with ship passthrough it should be an effective combination. What are you trying to use, specifically? Is the problem flux? Or speed? Each would have different considerations. I more mean it as a sidegrade as someone else mentioned. It changes the role of the ship rather than strictly boosting the weapon strength.

Role of ships you say. Even on my Tachlance Paragon, I don't want to put any of the two on it because it's too detrimental. The flux cost penalty makes it less effective than the counterpart with no mod. Since the Tri-beam was nerfed, the Advanced optics becomes very useless. The range benefit is simply negligible compare to the flux penalty, this would only be useful on beam weapons without or with very low flux cost. Localized Amplifier has less penalty but again it still no match to the version without the mod. So, no reason to use it as well. The armor-piercing capability of the beam is already superb with its accuracy. Only a small section of the armor has to be puncture through. For normal Tachlance, a dual hit already went through Legion's thick armor. That would be 33% wasted flux for no good reason but it might be a great combination for low flux beam.

I think if you truly wish for a support beam kind of setup then I would go with, higher damage per shot, slower rate of fire, range increase could stay the same or turn into percentage increase, Flux consumption only increase up to 0-20%. Range increase is negligible at the moment, so I don't think this got an advantage over ballistics since it can already fire over the friendly ships, to begin with. The active venting advantage shouldn't be of concern in this case or you could do a reverse of Resistance Flux Conduits and make Active Venting 50% slower. So, the difference between this one and yours would be the damage advantage for sniping purposes but the overall DPS should be equal to no mod version. The ship will turn into a sniping platform with not that much disadvantage. The speed penalty should be Percentage reduction at the moment my Paragon can still kite Onslaught (top speed reduction "when the weapon is reloading", can this kind of thing be mod in?). Alternatively, a non-mod version of the beam could deals 50% hard flux and 50% soft and with this mod increase it to 100%.

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As an initial response, I didn't really nerf weapons so much as buffed REDACTED at the large end of their ships iirc, and some of the low tier weapons that REDACTED sometimes use have had improvements though I doubt that's the overall reason. Weapons have actually gotten stronger as a whole I think - at least that is definitely true as far as PD is concerned. Maybe that is what you are seeing? Massed strike craft took a big, big hit in the last update or two. Flak might be too strong, but considering AI limitations it might actually be a good thing to prevent battles from being bogged down too much and take too long. Using large PD does also sacrifice a lot of firepower that the build could have otherwise had, so, I'm on the fence until the next update is tested on a larger scale.

I can deal with the starter REDACTED fleet in High danger systems. But once these are all laid out they will build a bigger fleet which is as big as last time but it's not the same. Since I don't have my cheaty zero flux set up anymore. I have to resource to the next cheaty in line Obliterator to deal with them but it's not enough. The likely acceptable outcome is to trade a capital with a Radiant kill but usually I will get wiped. The problem with the skill is likely due to immortality. At least, I should be able to push it back with 3 concentrated capital attacks.

Their strike craft is not a concern for me. I even think the PD is just too strong lol. The REDACTED's high-tech crafts suffer what I have already described, fragility issues. I do like the old mod version more when the crafts are very strong and matter a lot. If you have a craft advantage you already won 50%, I think I have said that somewhere a few years back.

A bit of indescribable good feeling is lost along with the change. For me, I start playing this mod because of the unique craft mechanic that is very overwhelming and also very cinematic. Lately, the mod is leaning toward vanilla too much. I wish that the strike craft would take the limelight more for the sake of Total conversion.

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"grind till you have Doritos weapons"

Apart from the cool beams the rest is kind of meh. A reloadable missile is not a unique thing in your mod lol.

55
The long list of weapon nerf might be a bit too excessive. The disadvantage of beam hull mods really bars me from utilising it. Now, I can't beat a full fleet REDACTED anymore lol. I tried to farm AI core from Mid beacon instead but seem to don't get any. Is AI core still in the loot pool of Brilliant?

The Doritos fight is a bit too simple with strike craft advantage. For starters, add 2 more Doritos.

56
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I will admit I was wrong with my earlier assessment that they were in a relatively good place. I think the carrier-centric wings are and I spent a lot of time testing those, but its possible I will have to spend some more time on them at some point in the future too. The reason for my poor judgement is simple: I was testing on ships with weapons and so those weapons were a large factor in weighing the relative balance.

When I did the test with Astral, I would just turn on the shield and let the enemy fighters come to me. My crafts would be in a defensive mode and only swarm around the ship.  Pretty useful in determining PD strength of the craft. My Astral would be bare with only 6 small burst beams just to simulate enough resistance.


57
I did tests on Legion vs Legion when I first got it and I'm baffled that no matter what I put as an interceptor, it stood no chance against Talon (H). That thing wiped even Spark, it's obviously too strong and too tanky for the cost. The light rail gun also has an EMP effect I assume. The new damage reduction skill for craft also makes a huge difference, improving survivability. I like it but High tech crafts are lacking behind. I don't think High tech needs more firepower as it is. I prefer survivability over damage anyway. If it can't survive after the first salvo then it's pretty much meaningless.

Deflector Shell, there is some instant that a single craft can lure and tank more than 10 burst beams from Spark. Less damage reduction also wouldn't be good IMO. Is it possible to count the number of hits before wear off the skill effect? Let's say, can block 5-6 shots.

I did make use of the extended shields to patch up that said hole but I think it is still too expensive (20OP) for that meager effect. For example, stabilized shields only cost 15 which is a lot more useful than extended shields.

Burst PD Beams or Smokescreen Rockets, honestly, I don't use it as my main PD. The first one's range is too short for some occasions, work well on smaller ships. The second one has a very long reload and is better as a supplement for empty small missile slots. I prefer an Electron gun, Assault beam, and Void driver/Pulse laser as my mainstay.

New missile mods also work pretty well. The ionize work well with sabot since it spits so many projectiles. Corrosive work great for fire support purposes.

58
I think some recently adjusted fighter need to be nerfed a bit. Especially Hegemony's craft equipped with a light rail gun that can steamroll event the most expensive high tech craft and the ability to flame the heck out of high tech ships that now have a hole in the rear for some reason with no armor to support the exposed engine. Most high-tech crafts with non 360' need 360' shield to make it work properly only half frontal shield is not enough no matter how strong the shield is and it should improve CPU consumption a bit if it doesn't have to rotate the shield. And it should be fairer as low-tech craft's armor protects the entire hull from every angle. For example a Flash bomber with hefty shield value, the moment it went over the enemy ship it exposes it non-shielded rear that has no armor and will pop in a few hit with no chance of surviving. So it becomes pretty useless if you can't already overwhelm the enemy ship to the point that it can't retaliate.

I will try to do another spreadsheet if you agree on another adjustment pass.

59
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Alright, now on to admins, officers, mercs, and agents...

Apparently, all Admins have full elite skill but the Alpha core isn't...

I think the colony skills need to change somewhat so that normal Admin can only have non-elite skills or one elite skill and put half of the benefit that is currently in the elite version into base skill. +1 industry should remain elite, +2 stability in base and +1 more in elite version, etc. For Alpha cores, they will have all skill elite. Since players can elite any skill easily it shouldn't be taken into consideration whether which part should be in base or elite but look between the Admin and Alpha core.

60
Is the Radiant's Flux Converter skill bug? The critical malfunction is permanent somehow and cannot be repaired during battle. At most, half of the large weapon slots will become unusable the moment combat start because you script it that way to immediately use the first charge.

AC auto-solve is extremely weak compared to its capability in real combat. It can stream roll me along with a big mercenary patrol. Whereas if I let them be, it actually lost to the mercenary lol. Also, Hegemony auto-solve is too high due to the number of capital it fields in each fleet, but in reality, it is super easy to win. They will win 9 out of 10 vs any other faction fleet.

And the entire AO fell to the Trader Guild again.

Another annoying thing is the random skill choose by the captains. There seems to be a fixed trend here. Not sure how Alex did it but it's not random enough. I only found one person with a strike commander.

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