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News: In-dev patch notes for Starsector 0.9a (10/20/18); New blog post: Portrait Hegemonization (10/16/18);  Starsector 0.8.1a is out!
 
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1  Starsector / General Discussion / Re: Missile Behavior on: July 22, 2018, 04:48:54 AM
In fact, Serenitis, if you would consider posting your mod somewhere I'd appreciate that

The thing about that is, it's not a mod in it's own right exactly. It's more a mod-of-a-mod, that is just me going into the weapon tables (including all mods present) and adding in a regen number for whatever missiles I feel would need it.
And it would be p. much impossible to make it into a standalone mod that covers all the others. (Doing it this way at least.)

That being said...
Basic rules:
Harpoon small triple mount is the baseline - set to regen 1 missile approx. every 20-ish seconds. (regen rate = 0.05)
Large mounts regen faster than small.
Large warheads regen slower than small.
No small mounts with >1000 dmg regen at all.

For reference this is the weapons table I use for vanilla: https://nofile.io/f/Yfa0vY1Gjyn/weapon_data.csv
(<drive>:\Starsector\starsector-core\data\weapons)

The following is a reference table for balancing regen rates if anyone should feel inclined in that direction.
https://nofile.io/f/0K7g3WhVEOR/ss-regen.ods (open office format)

2  Starsector / Bug Reports & Support / Future Java Availablity on: July 21, 2018, 03:33:06 AM
With respect to the following link, do you have any plans regarding the future availablity of Java?
https://www.java.com/en/download/release_notice.jsp

Granted this only really becomes a problem at the end of 2020, but it would be nice to know there is a plan in place to deal with it.
3  Starsector / General Discussion / Re: Abandonware? on: July 21, 2018, 03:00:18 AM
Thinking back to the newbie experience, there is a way you could extend the tutorial to cover in-sector survival.
Currently the tutorial has you clear out of Galatia and deliver a message to Corvus, then you get some text and are left to fend for yourself.
Right there, on delivery of that message there is the opportunity to offer some additional guidance to show the player how to make money and accumulate fuel & supplies.
Upon accepting said offer, a few suitable missions could be generated as needed to walk the player through what kind of missions they need to look for and where, and what they need to do in order to complete them.
Maybe have the player take one kind of mission, complete it then return for the next. So they have some idea of what to do, and some experience to help them decide what they prefer.


Quote
I dislike level scaling in Starsector now because it is too fast
Kind of agree. But just ditch level caps entirely tbh.
With the current scaling it's hard to go much past 60 anyway (unless you play literally all day every day). And letting the player accumulate a few extra skills for putting that kind of effort/time in is not exactly game breaking.
Even if you got to 96 and unlocked every single skill currently available, it wouldn't give the player enough of an advanatge to roll the game over and become a minor god like previous versions.
tl;dr - remove the hard level cap, and let player patience be the soft cap.

4  Starsector / Suggestions / Re: Some small stuff on: June 01, 2018, 01:22:33 PM
Quote
Odyssey (D)
There are two ways of doing that come immediately to mind.

1. Salvage
Much like the derelicts around Petra in Galatia are always fixed, there could be a mothballed Ody sat around somewhere out of the way, but still somewhat near the core sectors. Bonus if this could be made semi-random - like here is a list of possible places to spawn this thing, now pick one for this game during inital gen.
Then it's up to the player to find it.

2. Continuation of Heg mission/story
When you deliver the message from Galatia to Corvus, the base commander on Jangala gives you a bit of a prompt when you ask what to do next.
Here is a good place to insert something about exploration, and how there's a) a dusty old ship just taking up space in the yard that would be really good at that, or b) some rumours of a large derelict near xyz, but we can't spare the ships etc etc.
But they can't just give this to anyone and the player is then prompted to do a few "good deeds", raise thier rep a bit and check back.


5  Starsector / Suggestions / Re: Some QoL suggestions on: May 24, 2018, 02:41:07 PM
Standardise the on-click behaviour for travelling.
In the normal game view, left-click is travel to place or object, and right-click is turn free look on/off.
In the map view, left-click is open a drop down list of things near here, and right-click is travel to place or object.

Could the map view on-click behaviours be swapped so left-click is always "move here" throughout the game?
6  Starsector / Suggestions / Re: Events with no soundtrack of their own shouldn't interrupt compaign music on: May 24, 2018, 02:33:54 PM
I would also prefer the soundtrack to continue if it's not going to be replaced with something else.
It would also be really nice if the soundtrack didn't continually swap between 2 or more tracks as you move around.
7  Starsector / Suggestions / Re: Sindria - and Askonias corona on: May 01, 2018, 01:26:32 PM
Askonia being a fiery hell of a place is not a problem in and of itself.
The problem is the weird interaction between the outward pressure form the corona, and sustained burn.

Like a lot of people, I run sustained burn almost constanly. Speed is too important, and time too precious to chug along.
The weirdness comes if you try to fly into a corona with s-burn on. Your fleet slows almost to a stop with engines still going a struggles to make any headway, and yet if you turn the burn off you'll take of again at slightly less than normal speed.
Taking the inner jump point in Askonia sometimes results in your fleet hovering just out of reach of the point shimmying back and forth as it tries in vain to reach the portal until you think "oh, this thing again..." and hit <5>.
It's not a common thing at all, but it happens in all systems with large stars and close orbit inner jump points.
8  Starsector / General Discussion / Re: Missile Behavior on: April 29, 2018, 12:26:06 PM
Missiles are one of my favourite weapons.
But the sad fact is, that as they are I just don't use them very often because I'd much rather use the OP to give my ships something that will help them forever, rather than be gone and left with potentially nothing. Much like I never used ballistic ships when they were ammo-limited.
The only exceptions are Pilums, which I still love to bits even despite thier nerf.

And as noted previously, the AI despite being generally awesome, has some very exploitable behaviour regarding missiles. Just think; every single ship in-sector except the one you are flying is subject to those behaviours.
I brushed over these problems by going through the weapons tables and adding an amount of regen to (almost) every missile weapon, and now it doesn't matter if an AI ship dumps an entire rack of harpoons on the tail of a fast ship they will never catch, or shoots all it's annihilators into empty space again. They'll get to have another go, and I don't get an easy ride once a notable fraction of thier weapons stop working.
The game seems to handle it fairly well, although it would be much better if the AI could decide to use missiles to pressure shields (a notable advantage the player has). But this isn't terribly likely unless vanilla's missiles get regen.

This has taught me that if nothing else, the prox. charge launcher absolutely requires regen to not only be useful, but shine as a PD weapon.
And I've actually started using large mount missiles now they're not dead OP.

What if a missile launcher had no flux when firing but had flux over time while reloading, a flux generated while building a missile sort of thing.
I could live with that.
Or maybe the reload time could depend on your flux level - higher flux = longer reload. Do you vent right now to reload quicker, or will you get your face pushed in if you drop shields?
9  Starsector / Mods / Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack! on: February 27, 2018, 10:52:56 AM
Tried the save again, and could not get the error to appear. Reloaded and doublechecked - Nothing.
Checked the sim again, and nothing.
Re-installed. No difference, seems to have no issues at all.

- What were you fighting against, what ships were in the battle?
A low level named bounty, mostly pirate junkers and a support carrier.

- Did it crash immediately on firing the missile or later?
It was long enough for 3 (maybe 4) missiles to clear the launcher before the error popped.

- Do you remember what specific ship it was fired at, or which ship the second stage might have fired at?
I had intended to fire it at a frigate (decurion) directly in front of my flagship, but a broadsword wing 'overflew' it at the same time I clicked. So it could possibly have been targetted at them instead.
The swifts were grouped with a pair of small mounted BRDY rage srms, not that that should matter.

Mod Versions:
Audio+ 1.0.3
BRDY 0.9.0
Buffalo IIs 0.0.3
DARA 0.8
Dynasector 1.3.2
GraphicsLib 1.1.0
Hegemony Auxiliary 1.1
Imperium 1.17.2
Lightshow 1.32
A custom Portrait pack 1.0.0
SWP 1.3.0
Stop Gap 0.1
Underworld 1.1.2
Unknown Skies 0.21

I am aware that I need to update some most of these.
Time willing, I might even manage that someday.

Quote
Even weirder, why it would occur specifically for the medium version of the Swift launcher, is utterly bizarre.
I wouldn't read too much into that, as I have never seen either of the small mounted versions 'in the wild'.
This whole thing is weird as hell, and I feel like a bit of a heel for potentially wasting your time now I can't reproduce this even with the same battle in the same save.
10  Starsector / Mods / Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack! on: February 26, 2018, 12:47:51 PM
Been playing with this for a while, and have been enjoying it greatly.
Finally found some Swift missiles and had a bit of a problem.
This happens when I fire the medium mount version in a "live" battle. (Simulator seems to work fine, which is odd.  Huh)
Code:
4391993 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
at com.fs.starfarer.combat.ai.missile.MissileTwoStageSecondUnguidedAI.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.d.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.d.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.String.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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(Unknown Source)
Which causes a java popup repeating the first line of the exception to take focus, and boots you back to the desktop when cleared.
I would have picked this up sooner, but Swifts seem to be vanishingly rare.

Mod list for reference:
Audio+
BRDY
Buffalo IIs
DARA
Dynasector
GraphicsLib (comaptability only - no effects because toaster)
Hegemony Auxiliary
Imperium
Lightshow
A custom Portrait pack
SWP
Stop Gap
Underworld
Unknown Skies
11  Starsector / Suggestions / Re: Ill-Advised Modifications - Less Extreme on: February 25, 2018, 05:49:15 AM
Just dropping the "destroys weapon" attribute would make it not completely awful.
12  Starsector / Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla on: January 09, 2018, 09:40:41 AM
Do you have any feeedback about the Ballista? I think it could use some nerf somewhere as I feel it's a little bit too powerfull.
The Ballista is almost an exact mirror image of the Archer from Ship & Weapon Pack, only low-tech and with slightly worse stats and less OP. And I think that is why is doesn't "feel" right, it isn't it's own thing in it's own place. Yet.
You can make it more distinct by trimming it down so it's not quite so "jack of all trades".
If I were making that ship for myself I would be inclined to specialise it more towards missile support, by removing the medium energy slot and maybe 2 or 3 of the ballistic slots.
And in compensation give it a built-in mod to help with missles - I'd probably go for Missile Racks. And then reduce it's OP by 10 to 15 points.
Other than that, it's stats are not in a bad place.

One more thing to note: The missiles being turret mounts makes the Ballista quite powerful when fitted with multiple torpedoes, which is something you'd normally have to fly cruisers or capitals to experience. But also makes it fairly unique.

This is all just opinion, so feel free to ignore anything that doesn't seem "right" for your mod.
13  Starsector / Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla on: January 08, 2018, 12:30:17 PM
The Ballista has a problem.

Code:
"weaponSlots": [
    {
      "angle": 0,
      "arc": 120,
      "id": "WS0001",
      "locations": [
        52,
        -0
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "BALLISTIC"
    },
    {
      "angle": -0,
      "arc": 0,
      "id": "WS0002",
      "locations": [
        52,
        0
      ],
      "mount": "TURRET",
      "size": "MEDIUM",
      "type": "ENERGY"
    },

The front energy turret is defined as having an angle of 0 - ie: is a hardpoint.
And the front ballistic hardpoint is defined as having an angle of 120 - ie: is a turret.
Also, both share the same location 52, 0 with the effect that the medium energy slot is entirely inaccessible to the player.

Suggestion:
Either....
Remove the medium energy mount as it doesn't fit too well (imo) with a missile support ship, and the ballista doesn't really have enough op to spare for secondary weapons anyway.
Keep the small ballistic mount on the nose but change to/keep it as a turret.
Or....
Separate the positions and keep them the way they are now. Small ballistic turret + Med. energy hardpoint.

The unit card, or whatever it is called, says that the Tantive-Class has two medium energy slots, but I can only see the one.

I might be blind as I cannot seem to find a second medium energy slot.
This is the same issue. Two weapon mounts sharing identical locations.
14  Starsector / General Discussion / Re: 0.8 Exploration Gallery - Share your proc-gen screenshots! on: December 23, 2017, 04:13:07 AM
I think that's more of a "it's a gas giant with vast ruins which is decivilised, implying that there's a ton of floating platforms/habitats in the atmosphere with people still living on/in them" thing.
Which is not the sort of thing any old space faring dudes can do. Domain were serious biz, apparently.
15  Starsector / Suggestions / Re: Thicker high damage Beam weopons on: November 27, 2017, 12:09:50 PM
One of the main issues are the sounds honestly.
This. The HIL (if nothing else) could really use some audio affection.

In the meantime this helps quite a bit. Would recommend.

Also, Freespace is cool and good.
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