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Topics - Wyvern

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121
Okay, so this is admittedly a really trivial issue.  But it was a bit jarring to find a habitable, non-radiated planet - and then suddenly see the neutron star death-beam sweeping across the screen from the secondary star that I somehow hadn't realized was even part of the same system.  If it makes a difference, it was a system where the neutron star was in a far orbit around the primary; further out than any of the primary's planets.

122
Suggestions / Tone Down Growth Incentives
« on: February 02, 2019, 07:55:12 AM »
As far as size 8+ colonies, I'm not too worried about anything that happens past that point - I'd imagine at some point it will probably become exceedingly difficult to get to size 8, and impossible (or almost impossible) to get to size 9 or 10. That you can do so relatively easily right now is more of a rough edge of the implementation than anything else, so I wouldn't want to balance/fine-tune numbers for that.

Right now, the growth bonus from growth incentives is +15 per 100,000 credits spent.  The amount of money you can spend doubles with each colony size increase... but so does the bonus it grants; this means that, past maybe size four, the actual base growth modifiers of the colony are effectively irrelevant.

Suggestion part one: Tone that down.  Make the maximum incentive grant a +10, and make it so that the -cost- of getting that +10 doubles with each colony size, but larger colonies don't get a larger bonus.  In addition, change how the slider works: instead of constantly ticking down, have the display show something like "100,000 credits invested, 20,000 credits per month to maintain this level of investment", and then it just stays at the level the player's set it at.

Suggestion part two: Add a scaling population growth penalty - call it 'emmigration' or somesuch - that's -6 per size above three.  This would make each colony have a natural maximum size, and let the player boost a colony a few levels past that using growth incentives or the free port toggle.  It'd also make decivilized more of a trade-off, with the scaling growth bonus from that trait significantly increasing the maximum size of the colony.

123
Suggestions / A couple of Skill Suggestions
« on: January 31, 2019, 03:13:10 PM »
  • Helmsmanship 3:
    Keeping the zero flux bonus at up to 1% flux capacity is... not really valuable, anymore.  This perk has gone from game-changingly-useful to one that I just don't bother getting and wish I could effectively skip on AI officers.

    So I'd like to suggest an alternative: replace it with a +25 bonus to the zero flux speed boost.  This old helmsmanship perk was overpowered when it was originally in the game... but if it's replacing the current level three bonus, then the things that made it overpowered (an ability to keep the zero flux speed boost when over zero flux) won't be around.
  • Defensive Systems 3:
    The increased time multiplier for phase ships is not a bad perk for the player, but is a strong net penalty for the AI - it means that, when they're flitting around in phase space trying to find a good time/place to drop back out of phase, they're using up more of their CR timer and flux bar to no real advantage.  There are a couple of options I can see for addressing this:
    • Reduce the CR-timer decay rate & flux maintenance cost while phasing, proportionately to the increase in time rate provided by the skill.
    • Replace the bonus time multiplier with a boost to ship speed and maneuverability - there are several mods that do this for their phase ships and it's a very nice effect.
    • Replace the skill perk with something completely different - for example, if we wanted something as potentially game-changing as the hard flux dissipation, how about making it so that the hard flux cost to activate the phasing cloak is paid over a short duration instead of all at once - this would allow a phase ship that's capped on soft flux to still phase out, while one that's capped on hard flux and tries to phase out would get a fraction of a second of phasing and then overload.
  • Officer Management:
    I'd greatly appreciate an extra perk somewhere in this skill that increases the skill choices at each level from two to three.
  • Planetary Operations 3:
    A +2 stability bonus doesn't really fit with the rest of the skill.  I'd suggest, instead, putting in something that makes allied stations more effective & enemy stations less effective.  Perhaps a large ECM bonus in battles that include a station?  Perhaps bonus ordnance points for allied stations, or even the ability to manually configure your star base's variant?  Perhaps a simple damage bonus for attacks against enemy stations?  Plenty of options, here.
  • Sensors 1:
    Neutrino Detector, as currently implemented, is simply not worth a skill point; even when I have it, I don't end up using it.  Suggested improvement: When activating neutrino detector, you get a scrolling status message telling you how many things there are in-system that you haven't found.  I.E., you can use it to quickly and easily answer the question "Am I done exploring in this system or not?"  (This would probably need to be paired with a change to the cost - something like five volatiles up front, but then little to no ongoing cost.)

124
Modding / Request for modders: add empty systems
« on: January 28, 2019, 04:08:48 PM »
One thing I've noticed as I add more faction mods: the core sector expands.  You have to go farther start exploring.  You have to go farther to find pirate and pather bases, and you often end up with a bizarre tangle where one faction's systems are under pirate threat from a base that's completely on the far side of the core.

In vanilla, not only is the core sector relatively small, it also has three (that I can think of offhand) partially-handcrafted uninhabited systems: Duzahk, Penelope's Star, and Nia Tahl.  It would be nice if some faction mods would follow suit, mixing a spare empty system in with their faction's systems.

125
General Discussion / New and Improved Escort!
« on: January 25, 2019, 05:09:00 PM »
As seen here: https://twitter.com/amosolov/status/1088893437859057665
(Apologies for not including the video directly - I'm sure there's some way to make that work on the forum here, but I couldn't figure it out.)

Looks to be really useful!  Definitely looking forward to being able to throw around escort orders with a bit less caution; I do use them now - things like tying a reckless officer to a carrier so that it doesn't get too far extended - but actually being able to make it work right for frigates escorting a cruiser is a big deal.

126
Mods / [0.97a-RC11] Planetary Shield: Access Control (1.6)
« on: January 24, 2019, 09:19:35 AM »
"...It also presents a formidable obstacle to any unscheduled transfer of goods or personnel, reducing the odds of Pather terrorists gaining a foothold on the ground... If the colony actually has customs inspectors in the first place, of course."

This is a mini-mod that changes the mechanics of the planetary shield generator; I found that, with its vanilla implementation, I never actually wanted to use it - so I modified it to offer an additional option to help deal with Pather terrorists.

This mod is safe to add to an existing save!  And, yes, you'll get the new behavior immediately, including on any shields you've already built.  (Starsector will display a mod compatibility warning; it is safe to ignore it.)
It is not safe to remove once you've added it, but there's a settings file that lets you swap it back to vanilla behavior if you want to turn it off.  (In the mod folder, open the "wyv_ps_settings.json" file, and on the line with "revertToVanillaShieldBehavior", edit false to true, and then re-start Starsector.)

The exact changes are:
Details
Flat Ground Defense Bonus
A planetary shield is an exceptional defensive benefit for a small colony, restricting the available avenues of attack and allowing existing planetary defenses to be far more effective.  This benefit tapers off for a large colony, however; it's still useful, certainly, but when your ground batteries already have comprehensive coverage patterns, the addition of a shield is less dramatic.
  • Game Mechanics: Provides +300 ground defense strength, with an additional +100 for improvement or installing an alpha core, instead of the vanilla multipliers.  Note that the flat bonus is multiplied by the normal bonuses from, say, Heavy Batteries; if you want a high planetary defense strength, build both rather than relying solely on either.
  • Gameplay Justification: This change makes the shield generator actually useful for defense on a size three colony, while being less overpowering for a size six colony. This is, admittedly, less of an issue now than it was when colonies could get up to size 10... but I personally still like this better.

Reduced Terrorist Risk For Non-Freeport Colonies
Restricting surface access to specific places and times makes it difficult to avoid cargo inspections - at least, if your colony bothers to employ customs officials in the first place.  The upshot is that - as long as your planet isn't a free port - it is much more difficult for Pather terrorists to establish or maintain a presence on the ground.  ...Of course, give them enough motivation, and they'll find ways around even these restrictions.
  • Game Mechanics: The shield generator reduces "pather interest" values by -4 for the base installation, an additional -8 for story-point improvement, and installing an alpha-grade AI core or having defeated the Pather Crisis are each an extra -12.
  • Gameplay Justification: While not quite as effective at keeping Pathers off your worlds as giving them a PK is, this should be enough for all but the most extensive deployments of domain technology, at least once you've cleared their crisis. Filling your planet with AI cores will still get their attention, but there's room for judicious deployment of AI technology - and it's not like filling your planet with alpha cores is a situation that really needs buffs. Additionally, since the pather interest reduction only applies if freeport is off, this provides some reason to consider that - which the vanilla game really doesn't anymore, with 0.97's removal of Hegemony and Luddic Church expeditions that used to be triggered by using freeport.
  • Known Issues: Negative pather interest values won't be displayed in the tooltips for pather cells. The shield generator's effects still apply, however - and are shown in its own tooltip. It's also worth noting that Pather cells may take some in-game time to dissolve once their interest has been reduced; this is not a bug, just how it works. Additionally, the exact value of interest needed to cause cell formation can vary with installed mods.
[close]

Changelog
  • 1.6
    • Updated for Starsector 0.97a
    • Adjusted pather interest values; significantly improved interest reduction if the pather crisis has been defeated.
  • 1.5
    • Updated for Starsector 0.96a
    • Increased planetary defense bonus.
    • Decreased pather interest reduction to account for alternative measures enabled by the new Hostile Activity event
    • Removed -25% hazard reduction for colonies with meteor impacts in favor of the new vanilla implementation of suppressing the full 50% hazard rating of that colony condition
  • 1.4
    • Fixed a bug where the combination of Nexerelin random mode and the Industrial Evolution mod caused PS:AC to crash with a null pointer exception.
  • 1.3
    • Updated mod for 0.95.
    • Removed accessibility and growth penalties.
  • 1.2
    • Fixed a bug where, on the initial install of the mod, any AI cores already installed in shield generators would be destroyed.
    • Fixed a bug where, on mod install in Starsector 0.9.1, all under-construction shield generators would be instantly completed; as a side-effect, this mod is no longer compatible with Starsector 0.9.
    • Fixed a bug where the shield generator would apply its penalty to colony growth even when disrupted, under construction, or toggled back to vanilla behavior.
    • Removed the x1.2 defense strength multiplier, leaving just the flat value boost.
  • 1.1
    • Fixed the planetary shield blueprint's description.
[close]

Credits:
  • SafariJohn & Mesotronik: provided the initial ideas for the mod's secondary effects.

127
Bug Reports & Support / Possible Bug with Heavy Industry Pather Interest
« on: January 23, 2019, 09:03:28 PM »
The code for this looks a bit odd:
Code
	public float getPatherInterest() {
float base = 2f;
if (nanoforge != null) base += 4f;
return 2f + super.getPatherInterest();
}
Which seems to return a constant of 2 + value-of-installed-AI-core, completely ignoring whether there's a nanoforge installed, what sort of nanoforge, or whether or not it's been upgraded to an orbital works.

128
Suggestions / Custom Production UI / Weapon Tooltip
« on: January 21, 2019, 04:17:11 PM »
I'd like one addition to one of these things: the ability to see how many of a given thing I have in storage.  It's quite annoying to have to click back and forth between the two screens trying to remember which weapons I need to make more of, and which I've got 40 in storage already and don't need any more.  This might be more useful on the tooltip, though, as that would help with deciding when to make black-market purchases of rare weapons.

129
As per title; it's missing the entire applyEffectsBeforeShipCreation method that ought to contain a call to CompromisedStructure.modifyCost().

130
Suggestions / Expanded tooltip for supplies - include total recovery cost
« on: January 14, 2019, 06:48:02 PM »
The total supply cost of recovery & repairs is, currently, only visible in two places: in the UI for recovering ships, and when you're docked at a port that allows a full repair.

It would be very nice to be able to see this in the expanded Supply Use tooltip; I recently found myself docked at a Pather station after a difficult bounty battle, and could not tell if I needed to buy more supplies then and there, or if what I had would be enough to finish repairs and get me back to civilization.

131
General Discussion / Malfunctioning Comms on a Tempest
« on: January 01, 2019, 10:36:34 PM »
Reduces fighter engagement range by 20%.  The terminator drone has an engagement range of zero.  This... is just a 100% bonus, isn't it?

132
Edit: Original subject was "Aggressive officers put fighters on engage even with no targets in range."  Further investigation has proved this summary to be false.

As per subject; they even put fighters on engage when there are no targets revealed on the battle map at all, i.e., immediately upon deploying the initial wave of ships.  Having fighters set to engage in this case does nothing except slow the ship down.

Edit: Oops, didn't mean to put this under the (modded) sub-forum.

133
Suggestions / Fighter Engage/Regroup AI
« on: December 25, 2018, 09:32:54 PM »
So, I've been playing around some with the Converted Hangar hull mod, as well as some (mostly mod-faction) ships that have a fighter bay or two but are primarily warships.

And what I've found is that the AI for when to set fighters to engage is designed pretty much purely for carriers & bombers, and does not work well outside of that.

For example, if I take an Onslaught, and put Converted Hangar on it and add in an interceptor wing - well, this is great for me as a player; I can leave them on regroup most of the time to function as extra PD; I can set them to engage specific frigates that are trying to get into my engines; this works pretty well.  However, the AI will set its fighters to engage as soon as there's a target in range, which not only gets the interceptors killed off more or less instantly, it also makes the Onslaught lose its zero flux speed bonus and get into the fight that much slower.

This feels particularly weird for aggressive commanders; I know the description says they'll "employ fighters aggressively", but what I really -want- out of an aggressive officer is for them to prioritize zero-flux speed boost and getting into weapon range.  (Obviously, it's more complicated than that; a Legion should absolutely send those fighters out against frigates it's not going to catch even with zero-flux boost.  But it should keep fighters on regroup while it's still on approach to an enemy cruiser or two.)

134
I haven't seen this in vanilla, and I do have a lot of mods installed, but the stack trace is pure vanilla... move it to the modded bugs section if you need to.
Code
6648934 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.events.nearby.NearbyEventsEvent.generateDistressCallAmbushTrap(NearbyEventsEvent.java:307)
at com.fs.starfarer.api.impl.campaign.events.nearby.NearbyEventsEvent.maybeSpawnDistressCall(NearbyEventsEvent.java:258)
at com.fs.starfarer.api.impl.campaign.events.nearby.NearbyEventsEvent.advance(NearbyEventsEvent.java:136)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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(Thread.java:745)
Possibly relevant information: All three of the nearest systems were occupied when this happened; one contained my colony, and the other two contain pirate stations.
Edit: Correction: The single nearest system was unoccupied - but I've noticed that distress calls never spawn in the literal closest system to where your fleet is.  The three next-closest all were occupied as described above, and there were no other systems in the constellation or otherwise nearby.

135
For why I say this is a bug, consider the advanced start with the Apogee.  It's deliberately configured with sub-par weaponry... and then the tutorial gives you a free autopulse and hammer barrage and pulse lasers.  (Or sometimes, less usefully, an HIL and a hammer barrage and mining blasters.  But even then it's an enormous upgrade over what you started with.)

I'd tend to suggest that the proper fix is to make it so that 'advanced start' is incompatible with actually running through the tutorial, but I wouldn't complain at just hard-coding the storage contents to match the expected hulks you need to be able to outfit, either.

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