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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 - basileus

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16
General Discussion / Re: Current notes on 0.96a
« on: May 06, 2023, 06:49:48 PM »
FWIW, I felt that 40DP was appropriate for the Retribution.

I used the ship the way that Alex described, and had good results.  My build was very different.

I actually didn't feel that Systems Expertise was remotely worth it.  The Retty regens charges pretty quickly without it.

Much better mileage out of elite field modulation, imo.

S-Mods: Flux Distributor, Extended Shields, Hardened Shields.  Now it has a 180 degree omni shield with 0.78 flux/dmg + hard flux dissipation.  And there was much rejoicing.

Coordinated Maneuvers, Wolfpack Tactics, 3+ Omens.  As long as 2 frigates are alive, speed will be over 100.  If you're worried about being flanked or swarmed by strike craft, just assign an Omen as an escort.  With that much speed, there's little need to use the active system to disengage.  Just maintain a little situational awareness.

It's not going to brawl like an Onslaught, but it finishes fights so quickly.  End game, you're going to want a heavy capital in your fleet to serve as the Anvil.  This thing's the Hammer.

17
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 06, 2023, 08:02:50 AM »
The Invictus doesn't appear to generate in the "Random Battle" mission. I've probably refreshed it 50x. The Retribution and Pegasus do but not the Invictus. I think all the new Capitals need to be in the Simulator. To be frank, every hull (minus REDACTED) should be represented. It's missing most of the staple Cruisers now, too.
I've been saying we need actual opponents in the sim but no one seems to care. Thank god we have 3 different loadouts for Dominator, don't know how I would test my ships without that.

So you're saying that only a few of the usual suspects dominate the list?

TBH, rather than adding more regular ships, I'd prefer there be some point where the REDACTED did appear in the simulator.  Maybe some mini-quest about the origins of the AI war or something, and then they show up in the simulator and codex.

18
Bug Reports & Support / Re: Starsector 0.96a-RC7 Linux Fatal: Null
« on: May 06, 2023, 07:31:20 AM »
It shouldn't take more than a few minutes to catch this exception and populate the array with a few of the more common 16:9, 16:10 resolutions, no?  This is an issue that has come up repeatedly and will probably become more common now that SteamOS is a thing.

19
Time to change the internal hull name to "astroll".

20
Mods / Re: [0.95a] AI-Retrofits
« on: May 05, 2023, 09:21:14 AM »
Simple for loop doesn’t work when removing items from a collection for the simple reason that the indices change after removal. You’ll end up skipping over an arbitrary item.

The two correct ways to remove an item from a collection are to use an iterator or to store items to remove to a secondary list and remove them afterwards.

BTW MarketConditions are especially susceptible to this sort of thing becuase some functions happen inside a “hidden” iterating loop. I think at the very least apply and unapply are called from within a loop inside some obfuscated base game code, so trying to remove a condition inside one of those methods could cause problems in a not-immediately-obvious way.

Are you sure?  It doesn't skip when I test it.  Maybe the behavior was changed at some point after Java 7.  Even if it does, you could always just manually decrement the index variable by one after calling remove.

21
General Discussion / Re: Re-Activation of Code
« on: May 05, 2023, 08:46:30 AM »
The first thing to try is searching your email history for BMT Micro.

22
Suggestions / Re: Monitor nerf
« on: May 05, 2023, 06:14:43 AM »
Another alternative would be to replace the Fortress Shield with a Damper Field.

23
Mods / Re: [0.95a] AI-Retrofits
« on: May 04, 2023, 07:49:44 PM »

24
Mods / Re: [0.95a] AI-Retrofits
« on: May 03, 2023, 08:14:48 PM »
Posted it in the bugs (modded) thread and they told me it could be something messing with the markets. This mod might be the culprit but we're not really sure.

I noticed that you prefer using the enhanced for loop for iteration.  It's not merely syntactic sugar, and the underlying collection is immutable with that syntax.

You should use either a simple for loop or Iterator when you need to modify an ArrayList during iteration.

25
If that’s the case, it could be AI retrofits. It lets you build colonies that are essentially ran by robots. It kind of messes with the usual demands of industries.

Yes, I think there's a very good chance that it's either from that mod or its MarketRetrofits dependency.  You should post a bug report in one of those threads and remind Alaric that it's not possible to either remove or modify elements from within an enhanced for loop.

26
The curious thing is that the call stack is entirely from the game API without any mod method calls.

The error itself relates to an ArrayList being modified while it's being iterated.  It could either be the result of using the wrong type of loop being used or a multi-thread concurrency issue. 

It could be that a mod is modifying the ArrayList from another thread, and either the mod or the game itself haven't declared it to be a synchronizedList.

Considering the call stack, this may actually be something for Alex to take a look at.

27
Did you guys recently update any mods?

28
A NoSuchMethodError exception is usually going to indicate a missing or out of date dependency mod.

Of course, mod authors could also handle this better by feature checking for the dependencies upfront, catching the exception, aborting the loading of their mods, and clearly notifying the player of the missing or out-of-date dependencies once the game has loaded.

29
General Discussion / Re: Mass-Apply changes?
« on: May 02, 2023, 06:46:42 AM »
You can overwrite two of the default variants for the ships you use: One without Solar Shielding and one with it.  You'll still have to manually switch each one, but it would be quicker to use a variant to do it.

30
Suggestions / Re: Do not chase frigates order
« on: April 26, 2023, 09:22:20 AM »
And it's pretty hard to make this specific thing work well, too, since there are plenty of frigates that are extremely dangerous for a larger ship to ignore...

I disagree.  Players shouldn't be able to get away with fielding only Capitals and Battlecruisers.

The solution here isn't for a capital to pay attention to a frigate.  It's for the player fleet to have frigates or destroyers to deal with them, either as pickets or escorts.  There are 3 different escort commands.  (Does anyone use them regularly?)  There are also carriers and strike craft.  Some of which are extremely lethal to frigates.

If players don't want to use proper fleet mixes, then their big guns should get flanked and chewed up.

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