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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 - Voiddweller

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1
This is amazing and inspiring mod, that gives starsector entirely new gameplay possibilities! I mean strikecraft, while relatively brittle, can engage ships in melee without risk being fried by explosions, can easily outmaneuver most of ships, and this enables many new tactical solutions. Plus a nice ground support bonus :) I can roleplay a small mercenary company without relying on capital ship support!

2
I got a question: Do traits stack, or if you got one, say 7% damage increase you'll never get trait of this type again?

3
Bug Reports & Support (modded) / Re: Unbeliveably stupid AI allies
« on: March 05, 2020, 06:52:39 PM »
(Just a quick note as far as AI: it's the same AI for all ships; differences in behavior are due to the tactical situation, loadout, and officer personality or doctrine.)

Generally speaking, no matter what I do, there will be *some* configuration the AI has trouble using. Part of the game is figuring out what works and what doesn't. Of course, this does not mean that the AI shouldn't be improved, and I appreciate you all taking the time to bring issues to my attention.

The AI is... pretty complicated, so unfortunately a description of what happens doesn't get me very far - there could be a million reasons for why the AI does something. I really need to be able to see the behavior in-game for myself to be able to do anything. Ideally, if someone tells me "take this vanilla ship, put these vanilla weapons/hullmods on it, deploy it in the simulator vs a specific opponent, observe undesired behavior X" - then I can take a look and often do something about it. A good recent example of that happening is here.
I see, so some mods can break it's limits... Problem is that some situations is difficult to simulate, and adding modded tech makes it even more difficult. But i guess it's good to know those limits, what AI can handle and what it can't, and setup allies that way. Going to try building a torpedo boat with vanilla stuff, and see what happens. Have some issues with those as well.
Also, SO bulld thing may have something to do with directional/fixed shield, and shield deployment rate, cos i set up 360degree fixed shield, for it's stability, but AI seems to handle directional shileds much better. Especially when surrounded.

4
Bug Reports & Support (modded) / Unbeliveably stupid AI allies
« on: March 05, 2020, 01:57:05 AM »
Not sure if this a native thing, cos i play with Archenar Order and Nexellerin mods. I made several battleships with safety override (yes capital ships with SO) and other shield efficiency mods, and close range weapons, to endure overwhelming fire and being able to retreat quickly, but they sometimes charge with their shields OFF and ZERO flux... I mean there is an AI that fires missiles at you while you vent flux, does tactical retreats and cover their wounded, giving them time to recharge, and my stupid allies who charge in battle naked, or ram their ass to my shield... So WTF?

5
Finally! One of the most awesome additions!

6
Modding / Re: Domain Drones?
« on: April 23, 2019, 02:03:26 PM »
It is a Nexerelin feature. The issue with derelicts is that, besides the Guardian, those ships aren't actually all that good. Remnant and Blade Breaker raids are supposed to be more dangerous than normal enemies and derelict raids would fail at this purpose, unless they used copious numbers of Guardians (which don't seem to be reproducible at all...).
Guardians can still be a threat if mothership spawn with capital escorts. Also shield mods can be added. Kind of upgraded, Awakened Guardians.

7
Modding / Re: Domain Drones?
« on: April 19, 2019, 01:18:32 PM »
Not sure if remnant invasions is a Nexelerin feature or OG, but could be nice to have a domain dronefleet invasions too...

8
Modding / Is it possible to add a built in mod trough dialogue?
« on: April 19, 2019, 12:46:27 PM »
My goal is making a reward or upgrade system, to make common ships more unique, special, as time passes.

9
Mods / Re: [0.9.0a] Diable Avionics 2.03 (2019/02/19)
« on: April 09, 2019, 03:22:39 PM »
Both are part the rare_bp group which is the single ship blueprint drop groups. You might try raiding a heavy industry of DA's to see if you can steal one from them
Is it possible to obtain one from DA commission? Seems to be more convenient. I mean i never seen Pandemonium ingame...

10
Mods / Re: [0.9.0a] Scy V1.54 (2019/03/19)
« on: April 05, 2019, 01:25:40 PM »
java.lang.RuntimeException: Texture [base_trail_smooth] from category [fx] not found

Played about a week, have never seen SCY ships in combat. But when it happened got this crash message...

Happens only with SCY ships.

So what exactly uses this FX?

11
Mods / Re: [0.9a] Mayasuran Navy 8.1.9
« on: March 22, 2019, 02:19:25 PM »
Awesome mod! Ship styled just like original, and no graphics lib required! Keep up the good work!

12
Mods / Re: Diable Avionics (v.1.05)[0.65.1a]
« on: February 24, 2015, 05:29:42 AM »
Can you also tell me if their ships/weapons appear in the market/blackmarket on other planets too?

Would be neat to know.
Weapons appear on black market, but not sure about ships.

13
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 23, 2015, 03:37:33 PM »
Ah *** :)

That`s the new content that was not supposed to slip into the hotfix.

Ok. I`m putting the whole current dev version. Can`t say that it is working (as it has unfinished features), but it is maximum that i can provide right now...

Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads8.7.zip

Wow! Thanks! I like forced pirate trade feature. Makes sense)

14
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 22, 2015, 08:58:50 PM »
I just made a new _Hull.variant file using "Russia" dreadnought variant. Guess what happened? :D That thing is OP 8) If you can feed that monster he he)

But i wonder if derelicts respawn over time or this is just pre defined stuff?

15
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 22, 2015, 07:29:16 PM »
9473704 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [_Hull] not found!
java.lang.RuntimeException: Ship hull variant [_Hull] not found!
   at com.fs.starfarer.loading.P.o00000(Unknown Source)

Happened when i tried to repair ship derelict...

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