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Messages - King Alfonzo

Pages: 1 [2] 3 4 ... 46
16
Suggestions / Added Hullmod Ship Pips
« on: September 29, 2023, 11:51:50 PM »
In the fleet screen you can see dmods as orange pips, and S-mods as green pips.

Would it be possible to enable certain hullmods to give different coloured pips? For instance, Safety Overrides giving ships a red pip, so you can see at a glance which ships have SO and you need to consider how to approach. Or maybe if you have a custom hullmod that significantly changes the way the ship works, you can give it the red pip, or maybe a purple pip with a special hullmod, etc.

17
QUICK HOTFIX

HMI Update 0.3.6b

-Fixed Locomotive's glitched weapon arcs

NOT SAVEGAME COMPATIBLE WITH VERSIONS BEFORE 0.3.6a

DOWNLOAD HERE

18
AND IT IS FIXED.
ALONG WITH SEVERAL OTHER THINGS.

HMI Update 0.3.6a

Changes:
-Moved [REDACTED] content from HMI to Brighton Federation where it belongs (main source of savegame incompatibility)
-Made the [REDACTED] fight spookier...and infinitely more cruel.
-Update visuals on [REDACTED] ships, and added some missing [REDACTED] ships to Opuntia and [REDACTED], also made certain planets that should be inhabitable very difficult to colonise.
-Split off Church of Eva from Luddic Path; should now be less gamey for smugglers.
-Added some [SECRET CONTENT]. The framework that adds this I plan to use for future [SECRET CONTENT].
-Buffed and nerfed some Remnant weapons, particularly the beam weapons.
-Pummerer Carbine is now more obviously a PD Thumper in visuals and utility.
-Fixed a couple of bits and pieces (Thanks Wyvern, Network Pesci, Vicegrip for the catches!)

NOT SAVEGAME COMPATIBLE.

DOWNLOAD HERE.

Brighton Update 0.0.3b
-Added Nova (BRV)
-Added Apex (BRV)
-Moved [REDACTED] from HMI to Brighton Federation, where it belongs.
-Changed how [REDACTED] works; instead of it being a fight against hullmod spam, the new [REDACTED] should hopefully give a more varied experience. Includes new [REDACTED] ships and completely reworked [REDACTED] ships.

NOT SAVEGAME COMPATIBLE.

DOWNLOAD HERE.

Supervillians Update 0.0.4d
-Fixed the 'Terminator Engine Drone Crash'.

SAVEGAME COMPATIBLE.

DOWNLOAD HERE.

19
Mods / Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« on: August 11, 2023, 09:48:42 PM »
Hi there! Got another bug with HMI-Supervillains as standalone:
Code
10687690 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.String.super(Unknown Source)
at com.fs.starfarer.loading.specs.String.String(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.while(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.ÓO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Happens 100% reliably about a second after starting a fight against a pirate bounty target fleet containing: Odyssey, Aurora, 2x Arachne, Appeasement, Noble, Omen, Shade, Tempest (Mk. VII), Songbird (TT). (As in, combat starts, I set out initial orders, unpause, ships start moving, crash.)

I'm not sure if this is an issue with one of the hulls, or with one of the weapons installed on the hulls, or what exactly... but if I install the main HMI mod and load up the same save, the game doesn't crash and I can get through the battle.

(If I had to guess, I'd actually bet on it being an issue with the Tempest 7's drone, since that wouldn't launch until shortly after battle start, and maybe if there's a missing description for it, or for its system, or for one of its weapons... But that's just a guess.)

Well I'm a fool - I forgot that I had custom engine styles for the terminator drones, and forgot to move them voer the SUpervillians. One moment, will fix.

20
Suggestions / Convert Character Progression into Event System
« on: August 10, 2023, 04:54:13 AM »
So, here's the idea I'm thinking of - right now, you get exp, you level up, and you buy skills, moving up the tree. However, a lot of the balance of the tree is out of whack because a lot of really powerful abilities are available at the bottom of the blue, green and yellow trees, to account for people going hard into combat. Two egregious examples are particularly Bulk Transport's +2 Burn to civ ships (thus invalidating the Militarised subsystems burn bonus) amongst everything else it does, and Navigation's Transverse Jump.

Instead, what if Transverse Jump was attached to the Hyperspace event system, where maybe if you get to the third part you learn how the Transverse Jump?

Further, what if you had an event system based on trading? Say you do a good trade, and get 20 trade points or something. And then tie Bulk Transport's benefits to the end of that, or maybe incrementally as you go along?

That way, players who lean heavily into combat can still access those skills, the skills can still be powerful, and they can be earned in logical ways - do a lot of hyperspace stuff, and you can transverse jump. Do a lot of trading, and you can get bulk transport skills (or maybe unlock hullods along the way that help with trading / smuggling / efficiency).


Logically you may apply this to the other trees in some way or fashion, but I'm inclined to leave the level system solely for the combat skills and more esoteric, weird skills that don't fit within the context of the event system (like officer management or hull restoration).

21
Suggestions / Re: What should the Historian ramble about?
« on: August 04, 2023, 01:26:23 AM »
-Maybe how people percieve the player after different events in the story? Imagine what the Historian would be like if you escaped the system the missing academician was in either by transverse jumping or fighting, or if you rocked up with the Zig, or what you did in relation to stealing the archive? In those instances you are effecting the Sector at large, and I imagine that the historian would be very itnerested in that.

-Discussion on what an actual proper Domain combat ship looks like relative to Starsector ships, as quite a lot of lore implies that the stuff in the Persean Sector is left-behind junk rather than actual combat vessels. Maybe something similar with weaponry or AI usage?

-More lore tidbits about different markets, like what a tragedy Suddene finds itself in, or what blasted away Kazeron's outer atmosphere? Or what the heck happened in Ogre?

-How do pirates and pathers make stations?

-Why is the player the only coloniser? WHy aren't other people trying to form colonies, and why aren't the factions expanding?

22
Suggestions / Re: What should the Historian ramble about?
« on: August 04, 2023, 01:20:37 AM »
-Maybe how people percieve the player after different events in the story? Imagine what the Historian would be like if you escaped the system the missing academician was in either by transverse jumping or fighting, or if you rocked up with the Zig, or what you did in relation to stealing the archive? In those instances you are effecting the Sector at large, and I imagine that the historian would be very itnerested in that.

-Discussion on what an actual proper Domain combat ship looks like relative to Starsector ships, as quite a lot of lore implies that the stuff in the Persean Sector is left-behind junk rather than actual combat vessels. Maybe something similar with weaponry or AI usage?

-More lore tidbits about different markets, like what a tragedy Suddene finds itself in, or what blasted away Kazeron's outer atmosphere? Or what the heck happened in Ogre?

-How do pirates and pathers make stations?

23
Mods / Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« on: August 03, 2023, 01:35:53 AM »
Sweet, thanks for the update. Does this also fix the hmi_canister_flak issue from the last page?

(from hmi_proxi_flare in my case)

Yes this quick update does that.
https://fractalsoftworks.com/forum/index.php?topic=27733.msg408635#msg408635

In the spirit of fair play, these haven't been addressed yet, although it's only the spoilered one that feels truly overpowered.  I would like to see the Remnant weapons get a balance pass to be competitive sidegrades to their vanilla counterparts.  It's gratifying to see somebody think that HMI content is vanilla because the descriptions are so well-written it looks like professional content.

Fair cop. I have nerfed the Burst Attack Laser at least, that one was dangerous, with some weapons now being more firmly sidegrades, and others upgrades, but I do need to redo the balance on them at some point while fighting the urge to make HMI the Thumper Analogue Faction.

That's good news ! Any ETA ?

Not too far off. As I said, I just need to make sure nothing explodes. Again.

...and if nothing explodes whether I can add more subtly secret stuff between release and now.

24
Mods / Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« on: August 01, 2023, 04:09:09 AM »
WHOOPS.

The proxy error didn't come up in the Discord, apologies.

HMI Supervillians 0.0.4c

-Fixed some erroneous magnetic fields
-Fixed hmi_proxy_charge error

Download HERE


In regards to HMI and Brighton Federation: There is an update coming that fixes the mercenary fleet problem. Thing is though, the update won't be save game compatible (as it fixes a lot of different other things), and I need to test to see if it won't blow up. I apologise for being silent because I've been working hard on this update, even if the update isn't exactly 'huge' from the outside.

But expect things Soon.

25
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4c (Fixing Ed.)
« on: June 19, 2023, 12:26:22 AM »
Another maybe-bug: The s-mod bonus for the Ushabti's Skin of Heka hullmod includes "projectiles move 2000% faster". I'm going to guess that was maybe meant to be 200%? At 2000%, it results in display glitches when it fires things...

Well I'm an idiot.

UPDATE 0.04d

-Fixed S-mod bonus for Kermes range; projectile speed is improved by 20%, not 2000%.
-Upped the rate of fire and ammo recharge of Net weaponry, to be more useful but still bursty.

DOWNLOAD HERE.

26
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4c (Fixing Ed.)
« on: June 10, 2023, 08:04:40 PM »
Whoops! Thanks for the catch on that.

Version 0.04b
-HOTFIX; Fixed built-in hullmods being discoverable

DOWNLOAD HERE

27
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4b (Fixing Ed.)
« on: June 10, 2023, 02:18:16 AM »
The Wyvern/Network Pesci Inspired Update
Many thanks guys!

Version 0.04b
Changes:

Weapons:
-Furnace line now have a lower magazine size, a longer recharge rate, are less flux efficient, and explosion size has been reduced, now also has fancy AI tags
-Heavy Urn Pulsers are now the right range, and are less flux efficient
-Net Launchers have a longer range, and the Crash projectile has been removed
-Kiln and Pot sounds reduced slightly

Hullmods:
Skin of Heka no longer falsely claims to occupy a logistics slot, and can now be s-modded to completely erase damage taken from terrain. Different ship ranges will also gain different, subtle bonuses.

Misc
Fixed a couple of Variant issues
Fixed the Lapis ship systems to be clear on what they do, and how they interact with IPDAI.
DOWNLOAD HERE

Again, give me a yell if anything explodes, and once again many thanks to Wyvern and Network Pesci for the criticism and feedback!

28
Thanks for the catch Pesci, I was so focused on the shape of the tooltip I mixxed actually putting the numebrs into the tooltip

Grytpype and Moriarty Defence Authority 0.9.9g

-HOTFIX: Fixed the broken GMHS and GMFS hullmods for Realsies

DOWNLOAD HERE.

29
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4a (Tweaking Ed.)
« on: June 10, 2023, 12:06:11 AM »
That said, if Pesci is correct about there being some sort of damage-multiplication effect going on with multiple darts detonating at once, that should probably be toned down or even removed entirely; my analysis is specifically for the case of including one or two of these things as specialized anti-armor weaponry, while Pesci seems to be going all-in on stacking large numbers of furnace guns.

Thanks for the feedback on that, but I'm still going to give them a nerf to magazine size. Amusingly enough there isn't a multiplicative damage from having multiple needles, the problem is that the intial HE explosion strips armour, and then the follow-up fragmentation burst has a significantly powerful knock to it.

If you're looking to create some spooky stuff in the deep reaches, the Covenant already have things nearly as frightening as Seele in their elite fleets, a couple of those recolored leading a fleet of one of your Derelict factions would make a nasty surprise (especially if they split like the Mess).  You're probably not trying to combine all your mods but I was thinking, what if a few of those Pharaoh ships got infected by the Mess nanovirus?  I'm surprised there's not a special bounty in Covenant bars about "The Flood" or suchlike.

This sounds amazing. It probably won't be a one to one Mess, but a Flood Fleet as a one-off bounty would be hilarious.

I was thinking with the Furnace needles, you said in a previous post it was unfeasible to make the original shot Fragmentation because the AI wouldn't know to shield against it.  If there's not a tag to make them behave right, maybe make the original shot Energy and the explosion HE?

I fear that would make the weapon far too generalist, as you could have decent utility against both shielded and and unshielded enemies.

I feel like the primary imbalance with the Heavy Urns is that they shoot so FAR.  It would be fine if a heavy battlecruiser with six kinetic energy mounts could win the flux war inside its actual firing range, but the Heavy Urns can hit things that I can't even see on my screen.  If the projectile faded out after its listed range it would be far more reasonable.

Fair cop on that, their range has been suitably nerfed.

A few more little tweaks I forgot to mention last night:

I'll drop the sounds a touch, and give the Net a bit of a buff to range. The way it currently works it won't properly explode at different ranges, but it should crack close to fighters to begin with.

Regarding the Ma'at weapon series...

Good to hear about that, I really did want them to synergise well with Expanded Mags.

...With Mining Blasters or Tachyon Lances, there will be moments when you aren't firing your weapons.  With Hungering Furnaces, your magazines will refill in the time it takes your ship to vent...A big enough Hungering Furnace explosion penetrates all walls and indestructible structural segments of stations...

I think the nerf to magazine size and reload speed should clamp down a touch on a lot of these issues. One thing I realized is exactly how big the explosion from embedded needles actually is, so I'm dropping them down to something reasonable.

30
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4a (Tweaking Ed.)
« on: June 09, 2023, 02:48:10 AM »
Many thanks for the feedback and criticism Wyvern and Pesci! I'll get to work on that this weekend, fix those bugs, have a stab at rebalancing.

Current thoughts are:
Furnaces: Make the original shot Fragmentation, and the explosion HE, and see if there's a 'dangerous' tag I can work with.
Heavy Urns: Have a solid look as to what the projectiles are doing, make them less flux efficient and have a longer cooldown

Weapons in general
Ma'at to remain unchanged (I really wanted those to be a lot better with expanded mags), Ka'at range get a nerf to magazine size and a stronger restriction on burst size. Also have a look at the fancy new tags that exist, see if I can use those.

Ammit system
Fixthe system so that it only makes smalls back into pd if you have LPDAI s-modded in (right now it only checks if you have the hullmod installed, a la the previous version of the game)

Skin of Heka: S-mod that boosts the terrain bonus to 100%, remove the blurb about the logistical slot.

(Also Nerf Remnant Attack lasers amongst other things, but the HMI update is a little ways off. I need to make a certain thing in it spookier. As well as fix the mystery issue of multiple ships spawning for no reason.

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