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Topics - King Alfonzo

Pages: 1 [2] 3
16
Suggestions / Volatiles as a Waystation Commodity
« on: December 27, 2018, 08:04:38 PM »
As the topic title says. A small amount of volatiles available at Waystations, to compensate for Neutrino Detector use.

17
General Discussion / An Opinion about Carriers
« on: March 29, 2018, 10:11:32 PM »
Hey all. I've been watching the AI combat tournament, and I've noticed something that's bothered me a bit since 0.8 came out. Specifically, it had to do with carriers. Right now the Meta is skewing towards carriers being a bit too powerful for their class, and in my opinion I feel it has to do with several problems. Within the context of this discussion, fighters refers to specifically 'fighters', not the general ship class of 'fighters' (such as bombers, fighters and so on):

1) Small kinetic PD weapons find it difficult to kill nimble fighters. While vulcans and light machine guns can kill missiles and torpedoes relatively well, this is because they move in a straight line towards the ship. A fighter, however, does not move just towards the ship, but also over and around it. Due to the way the aiming works on ships, and the fact there is delay between the weapon firing and reaching the fighter, kinetic PD weapons just can't hit fighters. This is also problematic when flak cannons are attempting to fire on a nimble fighter at close range. This can be mitigated somewhat by skills from captains, but it's easy to get more carriers than captains. Larger weapons and burst PD can also be more effective at deleting fighters, but often this makes the ship less suited for ship-to-ship combat, and the ship is not able to adequately deal with fighters anyway.

2) Shielded fighters are difficult to kill. Traditional anti-fighter weapons like flak cannons and swarmers can't really hurt a shielded fighter. Sure, they can probably knock down a shield and then the craft given time, but during that time they aren't firing at anything else, like torpedoes or other fighters. When combined with a fighter deathball, this means that even properly PD dedicated ships are easily overwhelmed.

3) Fighters with projectile weapons are terrible at dogfighting, but way too good at ship suppression. These ships are supposed to be able to cut through enemy fighters, but due to point (1), they can't hit them unless they're in a mass. On the flip side, they are brilliant at fighting against larger ship classes, who find it difficult to fight back, again due to (1). This can often lead to destroyers and even light cruisers being mobbed by a deathball of fighters and becoming stun-locked and dying horribly, even with suitable PD options.

4) Ships end up 'target saturated' when being attackedby three or more wings. This can also happen with frigates, but I've noticed it a lot more with fighters. The current AI can't seem to prioritise which target to go after, as it seems to try and target one fighter wing, then another, then a ship, quite often as the fighters are strafing the ship. This can result in a rather frustrating situation where a ship under AI control is destroyed by a missile strike it should have been able to deal with because it moved to focus on a wing that was flanking it with heavy weapons.

5) There isn't a true hard counter to carriers in a big fleet situation except carriers. Right now it's difficult for an AI ship to flank and take out a carrier if escorted, as the fighter swarms are often able to catch and kill them, while heavier ship classes are often both mobbed by fighters and the escort ships. This means a carrier can fight with impunity from behind the line, reforming a fighter wave and sending it out at roughly the same time other carriers do, replenishing the deathball and giving only a small window of opportunity for ships to try and break through the escorts before another deathball appears.

Due to this combination of no really suitable hard counter for fighters at close range, difficulty in killing shielded fighters, the current difficulties in AI fighting fighters and difficulty in dealing with carriers in general, the general Meta has begun to lean towards carrier fleets feeling overpowered.

Now, in all honesty, these issues are not overly distracting, as Alex has done a wonderful job of balancing. However, during the early to mid game when it's difficult to get a dedicated PD boat, and the fighters available aren't up to scratch at killing other fighters, these problems become rather annoying. The AI problem also persists from the mid game to the late game. Some mods also compound the issue, as they bring in very flashy fighters and effective carrier options that can form deathballs way too easily. While I know that Alex has fixed / is fixing the AI issue with fighters, I still feel the other problems are worthy of discussion. I also have no real idea how these problems could be fixed, and whether they should be fixed at all - maybe this isn't an issue with you, and you've found fighters to beunder powered (I have seen this statement once or twice since 0.8 came out). So, have you found these things to be bothersome in your own gameplay? Or do I just need to git gud?

18
Suggestions / Transponder Check on System Entry/Exit
« on: February 09, 2018, 09:52:02 PM »
Pretty simple - when you get to a hyperspace gate, instead of just "Go through, will cost this fuel" and "leave" menu, you're given the option between:

1:Keep on/Turn on transponder and go through
2:Turn off/keep Transponder off and go through
3:Leave

While this won't apply for transverse jumping, it would be very useful for casual entry and exit of systems, so you can avoid a lot of the transponder issues people can have.

19
Suggestions / Show cargo space along with fuel in the UI
« on: February 03, 2018, 04:16:53 PM »
Just a minor one - with the new focus in 0.8.1a on salvage, and thus the amount of cargo space you have is paramount, could we have the cargo meter show up alongside the fuel meter in the UI while in the campaign layer? I think it'd be more useful to at a glance know how much cargo space you have while in the campaign layer, rather than bringing up the cargo screen to bring the meter up to see how much space you have.

20
Mods / [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: January 26, 2018, 07:41:25 PM »


"The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. Instead, it's run on meat, on the poor unfortunates that get in it's way and the lost souls decieved by profits and advancement until it's too late." ~ Folly of Greed, Jebidiah Exalted

Many cycles ago, a daring space miner called Haseo 'Hazard' Fuyutsuki set out into the Outer Rim to make his fortune with nothing by a Shepherd, some loose change and a dream. Today, the Company he founded holds an iron grip beyond the Core Worlds, always seeking more profit. Made up of adventurers, freebooters and mercenaries, Hazard Mining Incorporated is well known as a company where anyone can make their fortune. It is also well known for being unethical in the acquisition of goods, luxuries and technology from the Outer Rim colonies. The Luddic Church often demands the destruction of this 'Soulless Machine', and other established factions are rendered nervous by the accusations of briganditry, banditry, protection racketeering, and possibly even genocide. But while the Company continues to churn out absurdedly high profits and an endless supply of raw goods, the major factions remain placated...for now...

Hazard Mining Incorporated holds tenuous dominion over four systems, and an iron grip on a fifth, beyond space claimed by Luddic Church. These systems are filled to the brim with pirates, luddites, and dangers unheard of in the Core Systems. It is heavily advised that anyone seeking high adventure or lucrative trading opportunities there be well-equipped and ready for anything - not even the expensive protections offered by the Company can guarantee your safety there. However, if one can survive the gauntlet of horrors, insane profits can be made trading with the more difficult to reach colonies of the HMI.

The Company is well reknowned for their Junker ships. These vessels are cheap, efficient but fair poorly in combat. Their key advantage is that they are nigh impossible to completely destroy, with lost hulls being put back together in more efficient ways. With increasing number of d-mods on these ships, there is an increase in the number of Ordinance Points up to 4 d-mods.
Spoiler
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Another known feature of Hazard Mining Incorporated is their library of unusual technologies acquired from the dark recesses of space. These designs are often incomplete; but Hazard Mining, not wanting to sell these on or spend the time to fix them, instead hack the LPC of the ship to produce something functional. These Techmined Hulls have unusual features and can be incredibly powerful, but suffer from key drawbacks in long engagements and can be problematic to handle logisitically. Techmined Hulls are powerful, however they lose Combat Readiness twice as fast after their Peak Time has expired, repair 50% slower out of combat, and take 50% more damage from storms and coronas.
Spoiler
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Further, several hulls have entered circulation in other factions as a result of HMI activity, including some rare ones not seen here:
Spoiler
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Possibly due to rampant Company harvesting of systems infested with [REDACTED] and [REDACTED], there appears to be new hulls observed in these [REDACTED] fleets, along with rare and unusual [REDACTED] hulls:
Spoiler
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In addition to the seemingly endless supply of raw materials, unique and rare commodities from beyond the Core Worlds are also produced by the HMI. Many are considered illegal by the established factions, but they still remain in high demand:
Spoiler
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THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.

DOWNLOAD HMI HERE

---

Due to the original mod becoming too large, I split the mod up into three seperate mods. Below you can find the two 'sub' mods of HMI; these mods can be downlaoded and used independantly of HMI and each other.

The Brighton Federation

A collection of refugees from some terrible disaster, the Brighton Federation is a desperate polity. Given their location, and how they lie firmly beneath the attention of the other major powers as a weakling polity without access to great resources, the Brighton Federation relies heavily on hulls scavanged from Remnants and Derelicts, and converted into crewable vessels. These vessels are somewhat poorer in quality than expected, but mass well.

Spoiler
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In addition to these scavanged hulls, Brighton also uses the hulls to recreate base-blueprint hulls from the main core systems. These ships suffer terrible drawbacks to everything from armour to hull, but are much cheaper to run and pack a significantly greater missile complement than their well-constructed cousins.

Spoiler
[close]

THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.

DOWNLOAD BRIGHTON FEDERATION HERE


Hazard Mining Supervillains

The Draco Group and the Fang Society are two truly deranged factions that inhabit the south-western part of the sector. Both organisations suffer from an obsession with gene-modding to go above conventional humanity in strength, speed, intelligence - and cruelty.

The Draco Group, aristocratic and cold, harvest populations to imbibe their blood in their hedonistic rituals, reaving on high-speed high-tech ships from the system of Prester John. The Fang Society, animalistic and vicious, prey on defenseless peoples to consume, eat and torture, roaming the sector from heavily armoured but shieldless ships. Often destroying these ships leave behind grim cargoes that the enterprising and amoral captain can sell later on for profit.

While their hatred for the Sector is well known, their loathing for each other is even greater. It is for this reason that their impact on the Sector at large is relatively minor, as they are more content to butcher each other.

Spoiler
[close]

THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.

DOWNLOAD HMI SUPERVILLAINS HERE

---

This is my third 'faction' so to speak. It has since morphed from a small modification to an altogether hungrier beast. This beast became so bloated that I split it up into three more mods, which are independantly useable in their own right. All the secret, hidden content remains in the main HMI mod, and to find it you'll have to read the clues and figure things out rather than find a guy to give you the quest - largely because coding a quest is beyond my capabilities. This mod pack contains a now unique 'Junker' faction, five mini-boss factions, an optional Scavanged Derelict/Remnant faction, and four hidden systems for you to stumble upon in your adventures. This mod is inspired by ORA, Metellson and the idea of a player-created space empire based on conquered pirate markets. Hopefully this will be an interesting addition to any game, however be forewarned that some people take issue to some of the more...unusual content added by this mod. Please let me know if I've done anything hilariously wrong. I will also rename the Scarecrow if the Obscene Mod Nevermore is ever made into an IBB.

Credits:
Dark.Revenant, Histidine and Alex for coding help - this mod could not be done without these brilliant people
Mesotronik, AxleMC, Tartifletee, HELMUT, Azmond and the Discord Server for inspiration, spriting help and refinement (and in the case of Meso, Sounds).
Gen Waffle, Avanitia, Nia and HELMUT for doing an outrageous amount of playtesting - very much appreciated!


If you feel like giving me a tip - please don't. Instead, please direct any donations to the Mesotronik Charity Drive. The guy needs it a heckovalot more than I do, and he's in a really bad situation at the moment. Anything you can give helps.

21
Modding / SUPPORT fighters don't use rockets
« on: October 29, 2017, 12:48:05 AM »
Currently trying to make a support fighter that sits next to your ship and shoots annhiliators. However, fighters with the SUPPORT taag do not fire the rockets.

Is there a way around this?

22
Are you a real modder? Have you ever caught a good bug, like a, like a real master coder? Well then, have you ever opened up someone else's source folder?



(Edited 2nd October 2021 for 0.95a)

In order to understand what you need to do, I'll start with the outline of a basic mod. A really damn basic one is my 'Lion's Guard' mod. All it does is add Lion's Guard skins to Sindrain Diktat. Such a thing is actually pretty basic, and is the first one I ever attempted. I'll go through it with a hypothetical example, and it should be easy to figure out what you need to do working sideways or backwards what I've shown here.

SO, we begin in the mods folder. Note, in each picture, I have included at the top the address bar, so you can figure out where we are. For instance, my mods folder is in the Starsector folder, which is in the Fractal Softworks folder etc. etc:



And look - I have selected my mod folder. Let us enter into it's wicked demesne, and determine it's contents:



Here we have three things that are the absolute BASIC you need to mod:
1) A data folder. All the stuff that describes how things work goes here.
2) A graphics folder. This is where all your tasty bote images live.
3) A TERRIFYING and SPOOKY mod_info.json file. This file is how the game figures out that the mod exists, and what it needs to do to plug it into your game.

Let's have a gander at the mod_info.json. You can look at it with wordpad or notepad...but I very, very, very, VERY strongly suggest - nay DEMAND you use Notepad++. It's free, and it's just flat out better than wordpad and notepad. Let's look at my mod_info.json file in notepad++



The basis of this file is found in EVERY mod. Literally, every mod has this, otherwise the game won't plug it into the game. So you can essentially copy-paste this form another mod, and alter it for your own needs. It's somewhat self-explanatory:

"id" - What your mod uses to refer to itself code-wise. This can be anything, but often for simplicity sake you make it the same name as the folder your mod is in. Not really important for this level, but becomes important in more complicated projects.
"name" - The name that pops up in the mod directory when you start the game. Is pretty much the visible name of your mod to everyone else.
"author" - The Incredibly Handsome Individual who made the mod. Mesotronik is also an acceptable input here.
"version" - The version of your mod. When you update or improve the mod, you can increase the number here. Or write 'Dragons r kewl' for one version, and 'Alex is da bomb' in the next. Except don't actually do that - use numbers so players can easily determine if they are out of date or not.
"description" - The description that shows up in the mod directory when you start the game. Usually a bit of a blurb on what's in the mod, or what the faction is, or the password to Alex's twitter account.
"gameVersion" - The game version this mod has been made for. For the current build, it's "0.8.1a"

Simple as that. So copy-paste a mod_info.json from another mod into your mod folder (Blackrock is a good mod to do this from, because Blackrock has the Nevermore, instantly making it twenty times cooler than every mod out there), open it up with notepad++, change it, and save it.

Now let's go back to my trusty mod folder.



Now you know what that mod_info.json file does. Not very scary is it? Let's have a peek inside that graphics folder.



This is what it looks like. There's a hullmods folder, but that's not important here. What is important is the ships folder - this is where the image files for your ships are. If you're using a ship editor, this is where it or maybe you should save the image files. Within the context of this walkthrough, it's not vital, but it is good to know where it SHOULD be. Back to the mod folder:



And now, we plunge headfirst with reckless abandon into the briney waters of the data folder:



Again, ignore the hullmods folder. What is important is the 'campaign' folder, the 'hulls' folder, the 'variants' folder, and the 'world' folder. Let's start with the hulls folder.  The 'hulls' folder holds the information about your ship, containing .ship files and ship_data.csv. Let's have a gander inside:



Oh, what do you know! There's a ship there, called XIV_noscope_420 that has 20 TPC pulse lasers. This .shipfile was generated using a ship editor, and tells the game stuff about your ship, like it's shape, how big it is, how big it's shields are, how TPC pulse lasers it has, and so on. Also in this folder is the ship_data.csv file. This contains information about your ship that modders like to change a lot, like armour, hitpoints, ordinance points, fuel use, cargo - essentially everything that pops up in the 'stats' region when you look at the ship info. You can use either a ship editor, or Excel to look at this data.

Ammendum: There is a caveat to this file that doesn't immediately become obvious, which is the 'tags' column. This column essentially says what blueprint the hull belongs to. So, you can get a family of ships under, say, the 'noscope_bp' by adding noscope_bp to this column. Or, if you want it to be apart of the base tech, low tech, midline tech or high tech lines, then add 'base_tech', 'lowtech_bp', 'midline_bp' and 'hightech_bp'. Or, if you want this ship to show up individually as a rare drop, then make the tag rare_bp. Where this blueprint comes in will be discussed later; for now my Lion Guard .skins and .hulls all use the 'LG_package' tag.

Anyway, we now know that I have a (hypothetical) ship that I want in the game, called XIV_noscope_420. I have the ship image in my graphics/ships folder. I have the .ship file in data/hulls, and the appropriate row of data in the ships.csv file. But how do I get it into the game so I can shoot Luddites? Let's go back to the data folder:



We've looked at the hulls folder, but now we have to go to the next step: we need a variant of the ship. INTO THE VARIANT PORTAL:



Here is the inside of the variants folder. Each and every ship has a variant file (or ten), which determines what the ship should be armed with when it spawns in a fleet. These are generated using the 'variant' mode in the ship editor. They can also be edited using notepad++, but I suggest you edit, not create, using notepad++. SO, we can observe that XIV_noscope_420 has a variant. XIV_noscope_420_best is, obviously, the best variant of XIV_noscope_420.

Now we have all the basic data the game needs to spawn my ship for a faction. It has an image in graphics/ships, a .ship file and the appropriate data in ship_data.csv in data/hulls, and a variant file in data/variants. Now, we just need to tell the game to actually do it. Let's swing back into the data folder, an OH DEAR ITS DIO:



Quick! Dodge the timestop and get into za warduo the world folder...and then the 'factions folder:



Behold! A .faction file! Or rather, TWO .faction files! Fiendish! Fabulous! Fantastic! AND, with 0.9a, the introduction of the devious, devilish and damned, default_ship_roles.json file!

The .faction files dictate some basic information about factions, like their names, campaign colours, encounter music and what ships they can use. Note: What ships they can use. These files, however, can't make planets and stations appear and put your faction on it - they can only do basic stuff. You can easily find the original in a similar location in the starsectorcore folder in the original StarSector folder. Let's open up my sindrian_diktat.faction file.



Seems very small, doesn't it? That because for a pre-existing faction, you don't have to completely remake the .faction file. You just need to make up the file in such a way that it can insert what you want into the pre-existing .faction file. Luckily for you, if you want to stick a ship into a faction and nothing else, you won't have to do much more than what I've done above - add the hull to the knownHulls section. Also make sure to put quotation marks around your hull, and place a comma after it. This tells the faction (in this case the Sindrian Diktat) it knows how to make the ship. That's it - if you want your ship in a faction, slip it in here, and the faction will know the hull.

The same goes for fighters and weapons. hullFrequency let's you control how often the ship shows up in a fleet, with big numbers (about 10) saying it'll show up a lot, and small numbers (0.5) to keep it rarer than normal. Also, MARK THIS: the LG_package is in the 'tags' section, which tells the Sindrians that hey, you can use all the ships with the LG_package in your tags column. Which means hey, you can use Lion's Guard ships if you want. You can play around with 'priorityShips' and 'ImportedShips', which are somewhat self explanatory.

Another thing to point out: If you have an array empty, for instance: "knownShips": [], with nothing inside the brackets, then that essentially multiplies the "knownShips" by zero, completely removing any ship from being known by the faction. This also occurs similarly with any other bracketed information here. When you make your file, ensure that all the brackets have information in them, or are removed completely. Remember, you don't need ALL of the information of a faction file here, just the stuff you need to change.

HOWEVER, if you're used to 0.8.1a, or you've only read up until now, you'll think that you'll only need the .faction file to get your ship in. THAT IS WHERE YOU ARE WRONG.

AND SO WAS I.


UNTIL I LEARNED OTHERWISE.


If we can return to the factions file, we can see this weird, wild and wacky default_ship_roles. Let's slip and slide into it...



And this is what we have:



This is where all the variants live! Essentially, the faction file looks for a hull, which then goes to this file to find the variants. The numbers after each variant is how often that variant will be chosen. Further, (and don't quote me on this) when all the numbers for a hull are added up, the larger this combined number is, the more often this hull will show up in the faction fleets. The 'combatsmall' and 'combatmedium' etc. are 'classes' which the game uses to figure out how 'heavy' your ship is. For instance, if XIV_noscope_420 was a giant capital ship, then I'd stick it beneath "combatCapital". If it were a small combat ship, then I'd stick it under "combatSmall". There are far more classes which you can observe in the original, however for this example I'll just casually place the name of the variant of XIV_noscope_420 under combatSmall. I make sure my name is surrounded by quotation marks, then a colon, then a number, which ends with a comma. I make sure all the { and } are closed and not putting red lines everywhere, save, then back out. Note: if you're copying from me, you don't need any of the other variants or shiprole classes in there, just your own. Just make sure that the { and }'s are all closed.

Now the game will spawn XIV_noscope_420 in the Sindrian Diktat's fleets, and with the hull system set to blare Snoop Dogg's 'Gin and Juice' everytime it's activated, I'm sure this is going to be an MLG sort of playthrough. What's more, it will now also spawn more regularly in their markets, as it also shows up in their fleets, truly dankifying the Starsector experience.

I hope this has been useful and not too complicated - it's not hard to now go back and change / tweak / alter / make your own things to your heart's content, and unsurreptitiously insert your ship into your Starsector game. I'm almost certain more experienced and eagle-eyed modders will give better and more in-depth advice, but hopefully this helps you out.

23
Bug Reports & Support / Infinite Gamma Core Bug
« on: July 24, 2017, 01:36:59 AM »
Weird little one I discovered.

I was in a two warning beacon ping system, which weirdly did not have a space station in it. Came across a small, dormant AI remnant, and clicked on it on the campaign layer. My fleet went up, and the pre-battle thing popped up. I figured that I didn't really want to attack it, as it wasn't dragging in the five other tiny AI-remnant fleets hovering around me. So I went to 'let them go' option. Which then popped up with the 'Salvage' option. Surprised, I clicked on it, and I got a single free gamma core. Bemused, I repeated the process four times to see if it stopped, or was just a small glitch and would fix itself - nope, each time, one gamma core.

I checked the other dormant remnants in the system, and none of them had this behaviour - letting them go does nothing, they remain dormant and you can fly away.

24
Exactly what it says on the tin: clicking the buttons at the bottom of the screen in-game (cargo and refit are the main offenders) causes the cursor to instead click the taskbar behind it, swapping from the game to the desktop. Even when the taskbar is hidden, this error continues. Only occurred once windows 10 updated to Creators Update. This does not crash the game, and the game is easily re-enterable, it's just incredibly annoying.

25
Suggestions / Surveying Skill Enhancement
« on: July 08, 2017, 01:06:35 AM »
Right now, Surveying skills only really add enhancements to surveying and nothing else. And while this is an important part of the game, I'm seeing that not a lot of people even bother with the surveying skill, largely due to the fact that it only pertain to surveying. What I wouldn't mind seeing is a slight enhancement to the skill, so they're useful for things outside of surveying. The idea I ad was the surveying skill can be interpreted as not only sensor scanning and equipment etc., but the equipment can also be used to detect finer details of sensor data.

For instance;

Level 1:
Surveying up to 50% hazard rating
The contents adn faction alignments of fleets are detected further away (specifically, when a fleet is detected, it spends less time as 'Unknown contact'. Does not extend sensor range or power.)

Level 2:
Surveying up to 100% hazard rating
Remote Survey skill
Detection range of derelicts, debris fields, stations, salvageable stuff etc. improved by 25%

Level 3:
Surveying up to any hazard rating
Surveying Equipment
Derelicts, stations etc. gain a colour to their outline depending on salvage rating once detected.
Debris fields gain a colour depending on possible salvage yield once detected.

26
Bug Reports & Support / Retreat flaw
« on: January 10, 2017, 07:05:14 PM »
Hey All

Having a problem that pops up occassionally, but it only happens in rather specific circumstances:

-You call a 'Full Retreat' (usually after getting your rear handed to you).
-Your ship (speicifically your ship) is within the retreat edge of the map.

What happens when I do this is I immediately lose control of the ship (it goes to autopilot), and my ship retreats. Very briefly the prompt to retreat by pressing enter pops up, until my ship auto-retreats. My other ships in my fleet then also retreat. And then I'm stuck staring at the battle map. There's no freeze; the battle environment remains active (asteroids, wrecks and enemy ships still move around). Calling up tab shows you can't call in reinforcements, and you can't select anything. It's like something in the code fails to see that you've escaped and the combat is ended, and you can't move on to the post-battle prompt. The thing to stress here is there is no crash - you just remain stuck on the battle map unable to do anything until you call up the menu and exit the game, which puts you back at the main menu. Consequently nothing interesting shows up in the log:

Code
7020574 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [faction_tritach_encounter_02_hostile.ogg]
7020575 [Thread-10] INFO  sound.H  - Playing music with id [faction_tritach_encounter_02_hostile.ogg]
7021594 [Thread-4] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 51, FP2: 41, maxFP1: 165, maxFP2: 135
7021850 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
7022852 [Thread-8] INFO  sound.O  - Cleaning up music with id [faction_tritach_encounter_02_hostile.ogg]
7023077 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [steel_rain.ogg]
7023113 [Thread-10] INFO  sound.H  - Playing music with id [steel_rain.ogg]
7186160 [Thread-8] INFO  sound.O  - Cleaning up music with id [steel_rain.ogg]
7186356 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [CloakandDagger.ogg]
7186358 [Thread-10] INFO  sound.H  - Playing music with id [CloakandDagger.ogg]
7341108 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
7341160 [Thread-4] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
7341162 [Thread-8] INFO  sound.O  - Cleaning up music with id [CloakandDagger.ogg]
7348263 [Thread-4] INFO  sound.O  - Cleaning up music with id [FearMachine.ogg]
7348264 [Thread-4] INFO  sound.O  - Cleaning up music with id [expanse.ogg]
7348269 [Thread-8] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
7348442 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
7348442 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]

Not sure what the issue is, but thought you might like to know.

27


A controversial organisation within the sector, the Grytpype and Moriarty Defence Authority often protects independent planets and stations from the clammy fingers of pirates, luddic pathers... and 'illegitimate' merchantile convoys of established factions. Attempts to remove this organisation have proven troublesome, as those not under the sway of the centralized powers recieve superior and often more immediate defence against the continually troublesome reavers in the Sector in return for their support of the GMDA. Using existing Sector ships, the GMDA repurposes them for higher risk combat styles. Unsurprisingly they are often seen around the junkyard at Agreus, the more seedy sections of Ilm, and even boast a 'Showroom' somewhere on New Maxios. Their ships come in two ranges:

THE GMDA RANGE:

The main ships of the GMDA, these ships are fast and light. Their unique engine systems enable them unparalleled speed when weapon systems are not active, and a boost to engine power, fire rate, damage dealt and flux dissipation during high flux situations, at the cost of reduced peak operating time, increased sensor profile, and decreased range and braking ability at high flux. This makes these ships perfect for pursuit operations and small skirmishes, however in larger battles they can overextend badly if not suitably supported. Further, some models have slight variations in design to increase pursuit potential.


For your perusal, here is some moving animated newspaper clippings.
Spoiler
Lasher (GM)


Wolf (GM)


Hammerhead (GM)


Falcon (GM)


Venture (GM)

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THE GMHQ RANGE:
Through tinkering and over-engineering by key GMDA designers, this range of ships are incredibly powerful, but also incredibly impractical - quite often their high supply costs prevent their widespread usage, while minor quirks in their design inhibits their utility. Nevertheless, these rare ships can be very dangerous in ship to ship combat, and treated with a little bit more respect than the usual GMDA vessel.


---

It continues! This is a sub-faction similar to CABAL that comes with new ships, new weapons (The Bludknock Chaser; like a limited shot Salamander on Steroids; Bluebottler, a weak kinetic gun, and the Crun Gun, a specialized weapon that kills fighters and deals EMP) and new character names (I apologise in advance for the Bounty names becoming increasingly ridicuous). The aim is to make a faction that both helps out independant markets from harrasment, kind of help independent trader and bounty hunter players in the early game, and also add a bit more danger to independent markets for more faction-orientated players.

This is a bit of a prelude to future work, albeit minor stuff - this is just an update for the upcoming tournament, to fix some niggling issues. Please notify me if anything goes wrong. Integrated properly into Corvus mode, but can also kind-of-sort-of work in Nexerellin; just don't expect to find GMDA markets in random sector mode.

LINK HERE.

CAUTION: DO NOT INSTALL AND THEN USE ON AN EXISTING SAVE, AS YOUR GAME WILL CRASH

Credits:
Dark.Revenant for letting me use the CABAL script from the Underworld mod as the basis for this faction
Tartiflette, Mesotronik and Helmut for inspiration and assisting me with my sprite work
WikiFish and Knight Chase for their Most Excellente Suggestions.

Changelog:

Spoiler
0.9.9g
-HOTFIX - fixed broken-looking GMFS and GMHS hullmods for realsies

0.9.9f
-HOTFIX - fixed broken-looking GMFS and GMHS hullmods

0.9.9e
-Updated for 0.96a

0.9.9d

Venture (GM), Rushcutter (GM)
-Slight reduction in armour

Mule (GM), Jutter (GM)
-Unswapped armour values

Crun Guns
-Lose EMP on the smalls, less flux efficient, slower transverse speed
-Medium projectile speed increased
-Scripted damage fixed

Bluebottlers
-Now properly interferes with enemy movement
-Small Bluebottlers have been slightly nerfed.

Bludknocks
-Missiles slightly slower, lower damage

Poor Missile Integration
-Now only blocks expanded missile racks

Pomsom Blaster, Phlognisticator, Milton Welder
-Fixed sounds and visual effects

-Fixed some descriptions

0.9.c
-Fixed the Broadsword (GM) having the wrong weapon

0.9.9b
-Fixed Stock GM Blueprint error

0.9.9a
-Tweaked a few stats
-Forum release

0.9.9

-Completely rejigged GMDA

-Removed Sagitus (GMs), Wayfarer (GM)/(GMs) and Tarsus (GM)
-Added the Atlas (GM) and New Venture (GMHQ)
-Carker (GM), Mule (GM) and Venture (GM) reworked to be more defensive and less fragile
-'Low-Tier' ships no longer have the Overdrive suite.
-Old Venture (GM) now Venture (GMHQ) with overall improved stats.

-Split up fleets into two different fleets
   -Raider fleets; spawn as normal, comprised of lower-tier ships
   -Defender fleets, show up around Agreus, Ilm and New Maxios, have better ships and are all lead by an Onslaught (GM).

-GMDA fundamentally reworked to be less cancerous to fight, and will no longer draw in independants to defend them if you end up fighting them.

-Crun gun no longer PD, now works like a long-ish range EMP suppression weapon
-Bluebottler no longer EMP, now has higher impact to muddle enemy movement

0.9.8a
-Update for 0.95.1

0.9.8 (Beta)
-Added GM Fire Service Ships and weapons (very WIP)
-Added GM Health Service Ships (very WIP)
-Bluebottler Gun is now a longer ranged, burst fire machine gun
-Fixed Broadsword (GM) being unhittable
-Fixed Pirhana (GM)'s description


0.9.7c
-Fixed Broadsword (GM) being unhittable
-Fixed Pirhana (GM)'s description

0.9.7b
-Fixed the Crun Cannon explosion being blinding
-Reduced maintenance of the Carker from 16 to 12
-Broadsword (GM) now more reliably uses it's Lurgi Beam, reduced the range and visual intensity of Lurgi Beam.


0.9.7a
-Added Pirhana (GM)
-Added Talon (GM)
-Fixed the Lasher (GMHQ)'s phase cloak
-Fixed several spelling mistakes
-Lightly fiddled with several weapons to be more balanced.
-GMDA Overdriver now also adds up to 25% damage to ballistic and energy weapons at high flux.


0.9.7
-Added Buffalo (GMDA)
-Added Cerberus (GMDA)
-Added Colossus (GMDA)
-Added Gremlin (GMDA)
-Added Bluebottler Cannon
-Added Crun Cannon
-(GMs) hulls are now white, and their spawning in Independant fleets has been greatly reduced
-Minor Changes to weapon and ship sprites
-Tried to implement a one-off basic bar mission. Failed miserably

0.9.5d
-Changed Fleet spawning to be less overwhelming

0.9.5c
-Defintiely, Actually Fixed the Speeding Ticket Encounter Dialogue Actually.

0.9.5b
-Actually Fixed the Speeding Ticket Encounter Dialogue For Realsies.

0.9.5a
-Fixed the Speeding Ticket Encounter Dialogue - will need time before fleets start doing it correctly, however.
-Kite (GMHQ) max speed reduced slightly
-Onslaught (GM) sprite altered - it's now wider.

0.9.5
-GMDA Overhauled - again
   -Ships are much more powerful across the board, but are more expensive to maintain and cost more to deploy.
   -Faction now brought more strictly in line with CABAL's extortion script, however they will only ever demand money.
   -Fleets will pretend to be independant if threatened.
-Added Mercenary Outposts - very expensive colony structures that add defense fleets to your markets, proportional to market size. Right now there are only two:
   -Nedwin Seagoon Security Depot - Provides a complement of defending fleets to your market, except they're all GMDA affiliated. Requires good relations with GMDA to build.
   -Condottiere Mercenary Company - Provides independant military patrols, however the number and size of the patrols is very limited for the cost.
   -Only one can be built at a time, however it is possible to cheese this.
-Renamed Condor (GM), Tarsus (GMs) and Tarsus (GM) to Carker, Hummer and Jutter, respectively.
-Venture (GM) overhauled; new sprite that looks more Venture-ish, is now a better support vessel than the old version.
-Vigilance (GM) has been changed to the Rushcutter, with a new sprite with chunkier stats.
-Added the Mule (GM), a powerful if supply-inefficient combat freighter
-Sunder (GM), Falcon (GM), Wolf (GM), Wolf (GMHQ), Lasher (GM) and Lasher (GMHQ) have had their sprites overhauled to be chunkier.
-Fixed the Sagitus (C) being one pixel too thin.
-Tweaked the sprite of the the Wayfarer (GM).
-Wolf (GMs) and Lasher (GMs) removed from rotation. Kept as legacy, until I figure out what to do with them.
-The modular Lurgi Suppression beam is now a medium weapon, and has been consequently buffed.

0.9.4b
-Changed the DP of the Condor (GM) and Venture (GM), should a bit more balanced to use.
-Tweaked the Sunder (GMHQ) to be better.
-Reworked the overdrive Hullmod - now gives a scaling bonus dependant on flux level, with increased speed, acceleration, venting and damage output at high flux, but also range maluses down to 450 s.u. at high flux.

0.9.4a
-Hotfix to change the GMs hullmod crash.
-Tweaked the Bluebottler Gun to be more flux efficient.

0.9.4
-GMDA hullmod now actually works.
-Coloured GMs ships removed from rotation. Kept as a legacy, however, to prevent game crashing.
-Added the Kite (GMHQ), Lasher (GMHQ) and Wolf (GMHQ)
-Tweaked various sprites and weapons.
-Changed the GMDA faction flag.


0.9.3
-Clarified the GMDA playstyle by breaking the hullmods into two base hullmods
   -Bludknock Engines, which gives a zero-flux speed boost while blocking the engine mods
   -Overdrive System, which explains the boosts at high flux and drawbacks to using the system
-Due to the inclusion of the Speeding Ticket system (Similar to Luddic Path), the chances of being completely ganked by GMDA fleets has been mitigated for early game fleets. Consequently, a lot of the nerfs have been removed from GMDA ships, making them more attractive.
-Standard GM Stock ships are now worse, but cheaper.
-Coloured GMs ships are now rarer and better - in the future they may be phased out completely, excluding any future ideas to make a Wolf with Terminator Drones, a Phase Lasher, or an EMP kite.
-Altered various ship stats to be more compliant with 0.9.1a.
-The Crun Gun, in addition to Fighter Elimination, is now also good at general purpose PD, while the Bluebottler gun and Modular Lurgi Suppression Beam have been slightly improved.
-The Sprites for all of the frigates (excluding the Kite), and the Sagitus duo have been reworked
-The Tarsus (GM), Tarsus (GMs) and Condor (GM) have been reworked both in sprite and function
-GMDA blueprints now have images in them.
-Descriptions have had a pass over - still might be mistakes lurking in there somwehere.


0.9.2d
-Updated ship prices to be consistent with 0.9.1a.

0.9.2c
-Fixed the random variant crash

0.9.2b
-Coloured lashers and wolves have been buffed a smidgeon.

0.9.2a
-Lasher (GMs) and Wolf (GMs) have been reworked
   -Grey GMs ships are worse than their respective vanilla versions, but cheaper to run.
   -Coloured GMs ships have been buffed to fit with their drawbacks to make them more attractive, but made rarer to see in patrols.
-GMDA and GMs hullmods now have the high flux speed boost activate at lower thresholds (65% and 75%, respectively), and the speeds tweaked.
-Description for Shift Jets added
-Bribe script tweaked - should be more forgiving...?

0.9.2
-Added Phase hullmod to Sunder (GMHQ)
-All GMDA ships with overdrive have had their mobility systems downgraded in quality and their speeds slightly cut.
   -It made no real sense where the playstyle was to sacrifice speed between low and high flux, and yet have shipsystems that mitigated this.

0.9.1a
-Fixed Hullmod Description Crash.
-Fixed floating pixels in the Glow Map of Onslaught (GMHQ)

0.9.0
-Updated to 0.9.0a
-Minor sprite updates across the board.
-Onslaught (GM) and Onslaught (GMHQ) have been tweaked to have less weapon mounts in general; ordinance has been tweaked accordingly.
-The Bludknock missiles fired from the Thunder (GM) are now weaker, and move faster
-The GMDA hullmod has (again) undergone a change in function; hulls now also have a passive vent bonus above 80% flux, and an overload duration increase of 150%.
   *This should now make it clear that these ships favour high risk-high reward playstyles.
-GMDA markets now give a good bonus to accessibility, but reduce stability.
-Added in a 'Bribe' script similar to Luddic Path; openning the comm link when engaged will reveal an option to pay a speeding ticket instead of being attacked; particularly useful for small, early game fleets.


0.8.3
-Added the Sunder GMHQ - Phase Sunder Protoype. Emphasis - PROTOTYPE.
-Tweaked Spawn code so fleets are a lot less likely to spawn on top of you in hyperspace.
-The GMDA hullmod now increases sensor profile.
   -These two should prevent Sudden GMDA Death Syndrome.

-Added new Nexerellin and Gladiator Bounty compatability.
-Increased the speed of the Hammerhead GMHQ.
-Lurgi Suppression Beams Tweaked again.


0.8.2a
Recoded Bludnock engines to function properly. Maybe.
Reduced Impact of Lurgi Suppression beam weapons.

0.8.2
GM ships are now slower. Being at high flux or zero flux is necessary to unlock the increased speed.
Independants will now occassionally use GMs ships
Added a modular Lurgi Suppression Beam; A flux hungry, low damage burst energy weapon that will freeze enemy ships and cripple unshielded foes.

0.8.1
Fixed HULLMOD CONFLICTs in the variants.
Added some Gladiator Society bounties.

0.8
-Sprite Tweaks to Falcon and Venture.
-Added Hammerhead (GMHQ) and Kite (GM).
-Sunder (GM) and Vigilance (GM) ship systems made more 'bursty'.
-GMDA fleets now tend to be smaller patrols rather than a mix of large and small fleets.
-Reduced the burn level of all destroyers to 9, increased burn speed of all destroyer-level cargo ships to 9.
-Fundamentally changed how the GMDA and GMs hullmods work
   -Increased Zero-Flux speed boost.
   -Above 75% flux, gain a speed boost.
   -Burn Speed bonus removed.
   -Peak Operating Time is now only reduced by a quarter.
   -Hull and armour penalties made less severe.
   -Supply cost removed, deployment cost increased.
   -Cargo and Fuel capacity drawbacks and improved maneuverability remain unchanged.

0.7
-Sprite Tweaks on Hammerhead, Lashers, Wolves and Wayfarers
-Falcon (GM) loses two small missiles, now has double medium composite hardpoints at the front. Suffers from Poor Missile Integration, reducing missile ammo and rate of fire by 25%, no Expanded Missile Racks
-Sunder (GM) added; loses two small missiles and two medium energies, replaced with two medium synergy, suffers from Poor missile Integration (see above)
-Vigilance (GM) added; loses traditional layout two get two medium synergies, suffers from Poor Missile Integration (See Above)
-Onslaught (GM) added; reworked weapons layout, fairly fast for an Onslaught, but overall weaker package.
-Crun Gun sprite touched up, weapon now fires slightly faster and with more flux efficiency
-Bluebottler tweaked to have more EMP and more flux efficiency, removed PD tag; now an EMP spewing assault annoyance.
-Chaser Missiles reduced damage from 1500 to 1000, missile AI now actually works.
-GMDA Hullmod loses flux and damage bonuses, gets a bit more peak performance back, and loses some hull; these ships now die very, very fast without shielding.

0.6e

-Tarsus (GM) had cargo reduced and flux stats drastically cut, but OP increased - is not a much more dedicated missile support destroyer
-Tarsus (GMs) turned into a semi-competant combat freighter
-Added the Sagitus (C) and Sagitus (F); the new civ freighters of the GMDA
-Touched up the sprites of the Wayfarer (GM), Wayfarer (GMs), Condor (GM), Tarsus (GM) and Tarsus (GMs).
-Reduced max number of fleets - now you're less likely to get mobbed if you're playing as a major faction

0.6d (Silent)
-Fixed Ilm market
-Fixed Tarsus (GMs)t
-Added Version Checker

0.6d
- Works in 0.8.1a
- Added Venture (GM)
- Reworked Condor (GM), Tarsus (GM) and Tarsus (GMs)

0.6c
-Fixed Hangar Error

0.6b
-Fixed Variant Problems
-Figured out I had made one of the missile slots on the hammerhead a turret instead of a hardpoint - missile slots fixed
-GM condor now refits fighters faster.

0.6
-Upped OP of Chaser to 7, Single to 3; reduced HP of missile from 200 to 125
-Crun gun:
   -Fires slower
   -Bullets travel faster
   -Reduced 'base' damage
   -Increased 'extra' damage applied to fighters and damage type; the ability of the gun to wipe fighters should now be more apparent.
-Bluebottler gun
   -Slightly increased EMP damage
   -Slightly reduced kinetic damage
-Suppression beam
   -Flux cost reduced; Broadsword (GM) now pin ships more regularly and effectively.
-Increased base speed of GM fighters by 50.
-Tweaked some GMs stats.
-Added Wayfarer (GM); Effective and flexible gunship.
-Added Wayfarer (GMs); Well armed civilian ship.
-Fixed Wolf Variant Issue


-GM hullmod;
   - Flux dissipation and capacity bonus reduced from 25% to 15%
   - Armour Reduction increased from 25% to 35%
   - Deployment Cost increased by 25%
   - Weapon Damage increased by 20% (Does not apply to fighters)

[close]


If you feel like giving me a tip - please don't. Instead, please direct any donations to the Mesotronik Charity Drive. The guy needs it a heckovalot more than I do, and he's in a really bad situation at the moment. Anything you can give helps.

28
General Discussion / Season's Greetings!
« on: December 24, 2016, 05:16:20 PM »
Merry Christmas, and a Happy New Year!

And additional Season's Greetings!

Hope Everyting's going well with you all, and best wishes for a better year than 2016!

-Alfonzo

29
Suggestions / Mining / Trading Licenses
« on: September 07, 2016, 09:19:59 PM »
Hey All

I'm currently playing Star Sector + 3.5.2, with an issue that causes all the commodities you see in markets to be one thing - me me and Nemo it's volatiles, another person has had only supplies, and it appears to be because of something wrong with the SS+ script that removes rare commodities like Templar cores from missions. I'm still trying (and failing) to figure out how to correct this, as it only tends to happen to certain people. However, because the missions are only volatiles, in my Nexerellin run I've been making mad amounts of dosh from mining, and then doing volatile requisition missions. While I was doing this, I had a brainwave: what if you could control this bug and make 'licenses'?

For instance, you stop off at an independant market, and ask for a license to trade, say, ores. The license would be acquired similar to a commission. While you have this ore commision, the only missions generated from that point on are ore and rare ore requisition missions. The plus is that you can focus on one or two commodities without having to wait for a decent one (or sifting through nine get templar flux core missions). The downside is that these missions (as I have discovered) tend to exhaust pretty quickly, making it worthwhile to only use the license for limited amounts of time (or to stay on the small side of things to maintain a proft). Another possible issue is how ludicrously lucrative some of these missions get (I've had missions where you could get 178 credits per volatile!), so perhaps taking the license cuts down the profit margin a fair amount (As in, you're paying for the license, and it's taking it out of your profits).

Removing the license could be done with a 'de-license' commission, which resets what commodities are used for trade requisition missions, but it costs favor with independents (because you're not trading anymore, cutting off vital supply routes).

Anyway, I think this may make trading feel more like trading, instead of stockpiling random stuff in random places until you get the exact right acquisition mission necessary with the exact right amount of stuff in the exact right place. The reverse side, however, is that I think it may end up going against Alex's idea of 'there is no trade route you can farm for dosh', even with the budgetary cutbacks, and might make the trade game too easy. Although perhaps you could have random pirate raiders spawn en route that'll be gunning for your fleet (a la Vengance fleets), to make it a constant danger to do the run.

Thoughts?

30
Mods / The Lion's Guard 0.03e (Now Redundant)
« on: July 04, 2016, 03:11:16 AM »
This mod simply added Lion's Guard skins to Sindrian Diktat and Lion's Guard ships. It's now been folded into Ship and Weapon Pack, HERE. However, this mod is really simple, so I'm keeping it up for first-time modders to copy-paste-despair from it. NOTE: This mod is kept as an example, and the artwork in it is not to be used by other modders.

Download Here

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