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Messages - AxleMC131

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31
General Discussion / Re: The most imba weapon?
« on: July 03, 2020, 03:33:19 AM »

- Thumper I guess is the one of those weapons that are intentionally bad so the early game enemies could be easier. I really don't know what else is it useful for.


Have to disagree on your reasoning for the Thumper being bad. The Thumper is actually AMAZING, but it's extremely niche: it deals extreme amounts of damage to exposed hull, and nothing else. It's decent at fighter suppression, and is quite flux efficient (as frag weapons tend to be), and its burst damage output is not to be sniffed at - really it's a finisher, not a main damage dealer. While it's definitely a budget option that can be seen as a "bad weapon" for general purpose, I strongly recommend giving the Thumper a second chance - if used well it can really pack a punch in a ship's loadout.

32
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: June 24, 2020, 11:05:08 PM »
I noticed frigates a lot more often lower-up-lower-up their shields

That's likely due to having lower flux stats in general, or being inherently more mobile and able to back off more easily - the AI very much likes to drop shields when it feels safe, and since frigates tend to be very "back and forth" in their combat movements, the AI therefore gets a lot of alternating states between safe and unsafe.

If you were to take the Shrike and give it a system like Manoeuvring Jets - which lets it move BACKWARDS or even sideways, instead of just forwards as with Plasma Burn - I would theorize that it will behave more like a frigate as described above, moving in and out of a fight more frequently.

33
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: June 23, 2020, 11:06:04 PM »
Hello. Is this thing on? Ok.
So I've heard from several posts that ships can have not only aggressive type depend on officers or orders, but also a size kind of ai? Is it true that frigate with, say, same stats of destroyer, will act differently? I do a quick search in config and ship data in the game directory and didn't find any frigate_ai or destroyer_ai. I ask because I want to change destroyer ai to frigate ai to shrike and see how will it behave.

1) I don't believe this is a thing, though I could be wrong. Ship AI is highly complicated and affected by lots of fundamental features, but I have never heard anywhere that the hullsize of a ship affects its AI in anyway. The one exception for this is fighters ("FIGHTER" being its own hullsize), which have a unique AI - or, well, several AIs depending on the type of fighter - for their flight and attack patterns. Regular warships though, I don't think hullsize directly affects AI.

2) This isn't really a fitting question for this thread. It's certainly not a newbie question. You'd be better off asking this in the Modding category, as far as "what happens when I modify X vanilla files".*



*By the way, I strongly do NOT recommend modifying vanilla files unless you know exactly what you're doing, and certainly not in this way. Whether hullsize affects AI usage of a ship or not, it certainly affects other factors - first and foremost the cost and availability of hullmods, which will heavily affect the balance of a ship like the Shrike. If you are having trouble with a Shrike not being aggressive enough (and putting an Aggressive or Reckless officer on board isn't cutting it), then you either need to adjust the weapons it's carrying - which also affects AI - or give it some "Eliminate" orders in combat.

(Honestly I'm surprised to hear someone having this issue, since most of what I hear about the Shrike from people is that it's already TOO aggressive and dies way too easily by overextending. ??? )

34
I like Vendetta-class, so much concentrated fire power for my low tech fleet, build, but it's seem lack of base Flux capasitor.   :-\

Overall, i love your work and kitbashing, can't wait to see more :D

Glad you like the ships! Indeed there will be a few new faces when I get around to finishing my big update.

As for the Vendetta, don't forget that she's primarily a missile-based capital ship, and doesn't require as much flux as a ballistic- or energy-based hull. Compare its 15,000 base flux capacity to the Onslaught's 17,000 (and also note base dissipation, 500 to 600) - the Onslaught has a much heavier focus on direct-fire (flux-generating) weaponry, including the Thermal Pulse Cannons which are huge flux hogs. By comparison, the Vendetta can sacrifice an equivalent flux capacity easily in order to bring those heavy missile barrages into play. Don't underestimate the strength of missile weaponry, especially en masse!

35
General Discussion / Re: Trying to find a droneship mod!
« on: June 14, 2020, 11:31:21 PM »
(Welcome to the forums! This is a perfectly reasonable place to ask such a question. ;) )

There are a handful of mods that give this sort of content in various forms. The two mods I immediately think of are Hazard Mining Incorporated and Galaxy Tigers, both of which add custom droneships, several of which I believe are player-usable, covering both "crew-ified" versions of existing droneships and new ships as well. (HMI I know to also cover a few unique Remnant ships.)

The other mod that comes to mind is Boardable Unboardables, which is a small mod that simply allows you to recover and control the vanilla droneships that you normally can't. I believe it applies to both Domain-Era and Remnant droneships though, and also only affects VANILLA content in this way - it basically overwrites a vanilla file to make them playable, so the effect doesn't extend to ships added by other mods. However, I would advise against this mod as the droneships are deliberately unplayable for very good reasons and it's inadvisable to modify stock content like that. Personally I'd suggest one of the above two content mods first.

36
The ECM Package and Nav Relay hullmods exist so you can make a ship contribute without the skill, or contribute more than it normally would. Capturing objectives (Sensor Jammers for EW, Nav Buoys for CM) also increases your score without needing the skill, though I can't remember if it lets you stack above the cap.

It doesn't. Without the skill the cap is set to 10% for the fleet and can only be gotten via ECM/Nav Relay hullmods or the capture points on the field. With the skill, the cap stays at 10% but each ship in your fleet will contribute naturally based on size. After the first level, each level then contributes 5% to the max cap and Command & Control 3 adds 5% to the max cap of both.

Cool, thanks for clearing that up. :)

37
If you have the EW or CM skills, every deployed ship counts towards your ECM/Nav bonus scores for your whole fleet. However, there's a cap for both at 10% - 10% reduced enemy weapon range with EW, 10% bonus top speed for allies with CM. The higher skill levels of both increase that cap, but don't provide any increased bonus from your ships. If you're playing a small fleet, only a handful of ships, that high skill level in EW or CM is likely being wasted.

Don't forget there is a readout in the status data on the left of the screen that displays your fleetwide EW/CM bonus. Double check that in combat and see what it says compared to the number of ships deployed and the cap. Remember that bigger hulls contribute more to the total bonus.

The ECM Package and Nav Relay hullmods exist so you can make a ship contribute without the skill, or contribute more than it normally would. Capturing objectives (Sensor Jammers for EW, Nav Buoys for CM) also increases your score without needing the skill, though I can't remember if it lets you stack above the cap.

38
Suggestions / Re: Reduce the number of recoverable XIV Legions
« on: June 09, 2020, 11:27:40 PM »
It's worth noting that the reason for this is that at least a few derelict Legion (XIV) hulls are guaranteed to spawn around the Sector (I think near-ish the Core Worlds). There's no other way to acquire them since they don't spawn in any fleets or markets, neither can the player normally acquire a blueprint to create them through custom production. The pre-generated derelicts exist as a way for the player to get a hold of a ship that's actually a "limited resource".

Given that, how do you think the spawning of the ship should be done instead of the current format?

39
Suggestions / Re: NPCs should salvage/recover derelicts
« on: June 06, 2020, 08:07:13 PM »
so, is this feather exist yet?
Yes but it only happens outside the core sector with pre-generated derelicts.
I lost severals promising derelicts to scavenger fleets while exploring

Wait what. :o This was added?

40
Suggestions / Re: NPCs should salvage/recover derelicts
« on: June 06, 2020, 06:39:59 PM »
so, is this feather exist yet?

Not that I'm aware of.

41

4932320 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.FluxDistributor.applyEffectsBeforeShipCreation(FluxDistributor.java:22)
...

Seen this same thing recently, the Flux Distributor hullmod is one where it has different effects based on hullsize, but there is no preset for fighter hulls. The crash occurs because a mod has added a fighter that has that hullmod built-in to it.

It's possibly the recently-shown conflict between Mayasuran Navy and Mayasuran Nearly. I think it's to do with M.Nearly re-integrating broken (but unused) files from M.Navy. Could be something else, but not sure off the top of my head. What ship specifically is it crashing on hover-over?

42
Modding / Re: Crashing happening.
« on: June 06, 2020, 03:28:19 PM »
You want the Bug Reports & Support (modded) thread. A moderator will probably move this post there for you shortly.

You should also provide:
- Your full list of mods
- Your system specs including how much RAM you have allocated to the game (if you've changed the default)
- What you were doing in-game at the time
- Is the crash repeatable?*

( * Since you say the crash is occurring repeatedly after a set time, it's possible that you're running out of memory.)

43
Mods / Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« on: June 03, 2020, 01:10:12 AM »
... Something's not right here. There are two NullPointerException errors in that log, and yet it keeps going.

Did that log definitely come right after the crash happened? If the crash happened, and then you looked at the game log, the LAST THING in the list should be the crash log, and I'm not seeing it. But I am finding more than one NPE that looks like it should crash, but doesn't.

Nonetheless, the one I'm mostly suspicious of is the one that points to the Weapon Arcs mod. Try disabling that mod and try the same thing again, see what happens.


Wait. This seems to be a log that isn't getting cleared between individual game starts. Those ARE crashes, but the log isn't getting cleared when the game gets restarted.

Quote
.....
494604 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
494605 [Thread-10] INFO  sound.null  - Playing music with id [battle_ambience_01.ogg]
499606 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [RunningDark.ogg]
499622 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [battle_ambience_01.ogg]
499900 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException   <--- Crash stacktrace
java.lang.NullPointerException
   at data.scripts.WeaponArcsPlugin.advance(WeaponArcsPlugin.java:89)
   at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

500109 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
500110 [Thread-10] INFO  sound.null  - Playing music with id [battle_ambience_01.ogg]
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.9.1a-RC8 launcher   <-- New game starting
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in D:\Games\Starsector\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8.1 6.3
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_79 (64-bit)

19   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Adjusted Sector [D:\Games\Starsector\starsector-core\..\mods\Adjusted Sector v0.2.2]
21   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_autosave [D:\Games\Starsector\starsector-core\..\mods\Autosave]
22   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: timid_admins [D:\Games\Starsector\starsector-core\..\mods\Better Colonies]
.....

44
You'd be better off posting in the new version of this thread, the Spiral Arms II. The second one was created so it could be more easily organized, the first few posts are a storage format for sprites that have been submitted, which this original thread lacks.

45
@Dazs: Re-read Meso's previous message:

... They by design use a mix of their own ships and vanilla ones... If you are role-playing as THI, then you should do as they do and run mixed tech

Interesting suggestions for a THI dedicated tanker aside, Tiandong's response to a "small, early-game tanker" is the vanilla Dram. They're a faction that mixes their own tech with vanilla, and there's nothing wrong about you, the player, reflecting that in your faction playthrough.

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