Fractal Softworks Forum
February 16, 2019, 06:42:40 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Starsector 0.9a is out! (11/16/18); In-dev patch notes for 0.9.1a (01/31/19)
 
  Home Help Search Login Register  
  Show Posts
Pages: [1] 2 3 ... 31
1  Starsector / General Discussion / Mines (possibly related to Doom), explosives and their balance. on: February 05, 2019, 10:46:49 PM
Earlier today I, as well as someone else, had found out that the Doom's mines, as well as some projectiles (reaper, maybe) have full damage on the edge of the radius of their mines, meaning you could be out of what should be the closest damage radius, but still take full damage from them, as the explosion radius doesn't seem to match the visual radius of the explosion.

A viable solution to this would be to have the explosive damage radius somewhat match the visible explosive radius of the projectile, mines especially.

This would mean the mines do less damage-per-distance from the center of the explosion, also meaning they're less deadly the further from the core you get.

Alas, this would make the mines slightly less viable, since the explosion radius would have been adjusted, but if the Doom, and other minelayers were able to shut down the enemies engines, this would be a dangerous situatio for them.

The spawn radius for the mines shouldn't be changed, as a precaution to this. Changing the spawn radius for the mine to spawn closer to the enemy ship would be disastrous.
2  Starsector / General Discussion / Re: What are ways you add variety to your Starsector gameplay? on: January 22, 2019, 01:23:53 AM
If the current fleet is defeated, once, twice or three times in a run, it's over.

The rules set as follows -

You only get a max of 3 - 5 lives, 1 at the start and 1 each when you complete certain conditions, unless stated otherwise.

*Successfully taking a market, up to three in one life.
*Defeating a set number of end-game bounties
*Attaining rare blueprints and successfully gaining colony size 6, with a steady income.
*Attaining 5 capitals
*Reaching Max Level (usually lv-70 for me, I do not do more than 6 - 10 combat skills, as the officers can level up to 27 - 30).

--

The settings were modified last time so that pirate bounties give even less (about 6k - 12k) less at the start, making it far harder to obtain anything, but around endgame they give a bit more, or a lot more, dependent on actual fleet size.

Pirates/Cabal spawn a lot more, as well as mercenary fleets, so more trouble. Bases spawn more frequently, and less of a waiting time for them (30 days minimum).

Commissions give quite a lot, but not enough for a big fleet to give 120k.

At any point during the playthrough you collect a duplicate, no matter how rare or powerful, you go to the black market and you sell it, doesn't matter where. This ensures the pirates are more powerful than any other faction and threatening during the endgame. This includes Dassault Mikoyan weapons, knowing how powerful they are. It also opens up...interesting possibilities. To this end, i've even given the pirates better starts by ensuring "certain" ships and blueprints are known to the pirates. *Nation, wink wink.*
3  Starsector / Mods / Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019) on: January 12, 2019, 05:38:57 PM
I had encountered a flux vent bug?


The bug in question is that no matter how many points are put into vents, the vent-rate doesn't show an increase in the loadout screen.

(This ship in question was obtained after battling and successfully defeating an expeditionary force going for saturation bombardment, then salvaging the aftermath.
4  Starsector / Mods / Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (release 2019-01-06) on: January 07, 2019, 03:25:20 AM
1617262 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at third_bogota_backwater, 10 total available
1625048 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel.createSmallDescripti on(PersonBountyIntel.java:874)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.intelMapIconClicked(Unknown Source)
   at com.fs.starfarer.coreui.map.A.super(Unknown Source)
   at com.fs.starfarer.coreui.map.null.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.coreui.map.M$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.map.M.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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(Unknown Source)
This error happened when I clicked on a Luddic Church bounty fleet. Likely will happen with other bounties too.
5  Starsector / Bug Reports & Support (modded) / This error has appeared...again. on: January 06, 2019, 07:25:56 PM
4600 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Mentone Crow to Al Nagang
515348 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.updateStationIfN eeded(PirateBaseIntel.java:375)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:514)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:57)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.while.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.float.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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(Unknown Source)

An old error appeared again, preventing me from playing Starsector.
6  Starsector / Suggestions / Expeditions At High Relations. on: January 04, 2019, 10:23:03 AM
Please ignore this post if this has already been validated.

So, as far as I, and possibly others know, expeditions happen regardless of relation, which can be particularly irritating knowing you've done a ton of work to try and increase relations with a faction to see if expeditions will cease, only to find out that expeditions are still underway, due to having more of one commodity than another core-world faction.

Would it be possible in a future release to lower expedition frequency or outright cease any expeditions once relations are high enough? (a good determinate base level for outright ceasing any expeditions from a faction would be 80 - 95, while 50 - 80 would be a good level for reduction of expedition frequency)
7  Starsector / Mods / Re: :: The Lotus Conglomerate v1.10 :: Intrepid to the grave!!...T_T on: December 29, 2018, 12:23:15 PM
damn these ships look awesome.
is there presidencefor taking over abandoned mods?
yes i know this is a nekro, however the qu asked seems relevant.
also can abandonedtextures beincluded in graphics libs?ielazylib etc? orare theytotallyredundant?

You'd have to ask the author if they're still around and get permission.

Then you'd be able to take over and update it.
8  Starsector / Bug Reports & Support / Officer Max Limit Surpassed By Cryopod Officers on: December 25, 2018, 09:28:51 AM
So, as the title says, I have surpassed the limit in officers, by finding another officer in a cryopod, in a derelict ship.

I'm unsure if it's an intended feature, but who knows. As far as I know, it may be a bug.
9  Starsector / Modding / Re: [0.8a] Interstellar Federation Legacy (V 0.5) on: December 15, 2018, 04:59:09 PM
Unsure about that, currently me and stormbringer hold permissions, but we haven't really gotten around to anything just yet. I'll have to contact him, see what ideas he feels like sharing, and i'll see if I could work on the sprites.

Worst-case-scenario for the sprites would be that they have to be kitbashed from Vanilla parts, but vanilla's a beauty anyway.
10  Starsector / Bug Reports & Support (modded) / Station vanishes out of existence during battle. on: December 12, 2018, 01:37:28 PM
Today I fought a Luddic Pather Station that quite literally vanished during a fight against it. (I'm unaware of any new versions)

Who knew the Pathers could vanish so quickly and quietly due to an armor piece being destroyed by Piranhas and beams...

Jokes aside, this looks to be a moderate, or rather serious bug.

11  Starsector / Bug Reports & Support (modded) / AI problems have reared their ugly head again on: December 10, 2018, 01:28:20 PM
Today I have realised a problem beknownst to any AI that uses maneuverability-based systems, and possibly light ships.


In this screenshot here, a Tunguska (with a maneuverability system revolving around a burst drive that allows it to move quickly) charges and suicides into a station.

It's not the only thing this type of AI does it to. It will charge anything and absolutely refuses to back off, often overloading itself and quite literally suiciding into capitals, especially anything it has it's ire focused on. This happens with all classes of ships, so long as they have a maneuverability system.

The ships that usually use a burn drive are almost totally safe from doing obscene things like this. It's most indefinitely the maneuvering jet-type ships that have this problem from my experiences.

Please check whatever causes this problem, as i'm completely certain it happens in vanilla as well.
12  Starsector / Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b on: December 09, 2018, 12:35:50 PM
I believe that it may have been intentional for the Blade Breakers to offer more of a challenge than remnants, and the weapons are high OP for a reason. Cut loose, their weapons surpass most others, given if the ship wielding them can use them to their fullest.

Guaranteed, the Blade Breaker stuff doesn't come cheap and is more use as vanity and bragging rights than anything, but the majority does have some neat stuff about it.

Really, anyone should stick with the Mikoyan weapons, rather than the Breaker weapons, unless they can come up with the builds needed for them that are viable.
13  Starsector / Bug Reports & Support (modded) / Error happens when I deliver the good to a TT market, possibly to do with Exped. on: December 09, 2018, 11:40:01 AM
1327876 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Hegemony
1331865 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:323)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:274)
   at com.fs.starfarer.api.impl.campaign.submarkets.BlackMarketPlugin.updateCargoPreP layerInteraction(BlackMarketPlugin.java:51)
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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(Unknown Source)
This error popped up and showed it's ugly face when I completed a delivery mission and tried to check the market, while an expeditionary force was on it's way to one of my colonies.
14  Starsector / Bug Reports & Support (modded) / Re: Base Game And Modded Game Carriers on: December 05, 2018, 06:41:27 PM
Alright, well, i'll ask around and see if anything changes this.

I'm quite mid-late way into the playthrough and fully established a colony, if you need more details.

Currently with a capital ship in the fleet and quite a lot of carriers.
15  Starsector / Bug Reports & Support (modded) / Base Game And Modded Game Carriers on: December 05, 2018, 05:23:28 PM
So, I've noticed a little something going on in my game, and it likely goes for base game as well. If it's a feature, ignore this post.

Carriers in bounty fleets, like deserters and such do not at any circumstances carry any fighters/bombers.

It's all guns, and tough hulls due to an over-abundance of the following, below.

Reinforced Bulkheads
Blast Doors
Hardened Subsystems
Unstable Injector


As I said before, if it's a feature, ignore it, but I would at least like to bring it to your notice, since mods are affected by this too.


as seen here, 3 different instances, the Starblazer being the clearest example. The Mora, at the very least, had fighters/bombers. Extremely rare to see a carrier have any fighters/bombers in a bounty fleet, unless they're built in.
Pages: [1] 2 3 ... 31
Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!