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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - *hotfix* 4/14/22  (Read 722307 times)

ciago92

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Running into the following crash after a second or two at the main menu. Doesn't happen in vanilla, no other mods installed. Let me know if I can do anything to help reproduce/test fixes

Spoiler
30455 [Thread-10] INFO  sound.H  - Playing music with id [MainTheme01.ogg]
35912 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.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.title.TitleScreenState.advance(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)
[close]
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Morrokain

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Running into the following crash after a second or two at the main menu. Doesn't happen in vanilla, no other mods installed. Let me know if I can do anything to help reproduce/test fixes

Spoiler
30455 [Thread-10] INFO  sound.H  - Playing music with id [MainTheme01.ogg]
35912 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.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.title.TitleScreenState.advance(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)
[close]

Thanks for the report, I will investigate. It may be an issue with dropbox not uploading all the files if I had connectivity issues while performing the bulk upload, or I may have missed something. I'll pull down the latest version and run some tests later tonight to try and reproduce it.

Anyone else having this issue? Sorry if I did not realize this was happening commonly with the latest update.
« Last Edit: April 19, 2019, 09:56:48 PM by Morrokain »
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Morrokain

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^
I pulled it down and I'm not getting a nullpointer on the main menu or when scrolling through all the variants in devmode. What operating system are you using? If it isn't windows, that is probably a known issue with Starsector incorrectly reading the "replace" section of the mod_info file that overrides the root game files. It will be fixed in 0.9.1a of Starsector, but in the meantime you can try and change the path delimiter in that section. I think some have made it work on other operating systems that way.
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ciago92

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Running into the following crash after a second or two at the main menu. Doesn't happen in vanilla, no other mods installed. Let me know if I can do anything to help reproduce/test fixes

Spoiler
30455 [Thread-10] INFO  sound.H  - Playing music with id [MainTheme01.ogg]
35912 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.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.title.TitleScreenState.advance(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)
[close]

Thanks for the report, I will investigate. It may be an issue with dropbox not uploading all the files if I had connectivity issues while performing the bulk upload, or I may have missed something. I'll pull down the latest version and run some tests later tonight to try and reproduce it.

Anyone else having this issue? Sorry if I did not realize this was happening commonly with the latest update.

I'll redownload the file and test it, but I am on windows yes
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Morrokain

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I'll redownload the file and test it, but I am on windows yes

Any luck with this?

If not, are you on windows 10 specifically? Trying to narrow things down a little.

Is it always within the first few seconds of the main menu? Never during the startup progress bar, etc?

Without being able to reproduce it, it will be really hard to track what it could be without some more info.
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cardgame

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I cannot freaking believe I haven't heard of or tried this mod before, it looks absolutely fantastic!
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Morrokain

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^ Thanks, glad you think so! :D Let me know if you have any feedback on balance, bugs or really just about anything.
-------------------------------

So, I've had a bit now to try out the new fighter combat and I have to say I really like it. The assault wave behavior is interesting because the changes really make interceptors much better than before. In order to make large, slow gunships and bombers actually survive point defense they almost never would be vulnerable to an interceptor because from .8 on (fighter combat was originally balanced around .6  :P ) all wings attack the same target and only engage each other when they clash en route. They go to the same general location and interceptors only "duel" for a very brief amount of time before they focus on their target and generally ignore other units. Now when they duel you can usually visibly see the casualties based on the interceptor's strength, and bombers left undefended went from mostly ok to basically sitting ducks. Without an escort only 2 bombers in 5 generally get their payloads to their target, and even then the point defense can easily mop up the rest.

I also like the reduced damage to ships this change makes possible. Frigates and Destroyers should feel noticeably stronger alongside their health buffs and spend less time being picked off by massed fighter strikes. It will still happen, don't get me wrong, but the difference is that it takes a lot longer to kill each target and fighters should no longer be the sole influence on the battle's outcome.

There is still a lot to do, and more polish is probably necessary, but I wanted to give a status update with my thoughts on how that particular change is progressing. :) The overall dev goal was to make fighters still very much relevant, present, and noticeably effective under the right circumstances, but reduce their overall combat dominance they currently enjoy.

As always, input and discussion is welcome.
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cardgame

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Is your post reflecting the current state of the mod or an update you're working on? Because I do have some thoughts on fighters, notably that because they are so damn numerous, if you don't have your own fleet of interceptors or PD drones, you get totally dunked on and there's nothing you can do about it. Not necessarily because fighters are OP but because the AI rolls around with ungodly numbers of them. Unpolished brute-force fix suggestion: give +25% more armor and hull strength to all ships by default. This would also help extend the combat a bit, as right now it feels pretty fast. Alternatively, buff some of the PD damage. Bombers are in a decent place, at least against other ships, but fighters, due to their swarm/encircle tactics, are nearly unstoppable, and a more severe threat than bombers usually are, since they will max your shield flux with their massive quantities of kinetic weapons, disable your engines, and are more agile and numerous. Alternatively, if you think fighters should be this strong, give bombers a small buff :) On a more positive note, I love the unique weapons in this mod, especially the dual bolter, so far my favorite.
« Last Edit: April 27, 2019, 12:36:40 AM by cardgame »
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Morrokain

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^ It is something in progress for the next release meant to fix what you are experiencing.

The next update weakens Interceptor dps while strengthening that dps against other fighters (so maintaining their core purpose), weakens and limits fighter secondary weapons like srms and rockets so that they can only be used in the initial attack instead of continuously, strengthens point defense weapons since they are now separated from fighters, and increases the health of ships below cruisers by about 25%.

As a concrete example for reference, the Light Pulse Laser on a Wasp does 100 dps in the current release. For the next release, it will only do 25 dps sustained. (100 dps for only a few seconds until it has to recharge)

Bomber payloads have also been slightly weakened, but that doesn't have as much of an impact per strike as the fighter and interceptor changes.

-------------------------

I'll see about maybe posting some "then and now" videos later on to visibly showcase the differences.
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eidolad

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Fired the latest mod version up today and some quick impressions:

1.  I like that pirates are:
   
a) A fairly significant threat due to their fighter swarms.  If I bring fair amount of PD they lose their bite once the initial squadrons masses are thinned out.  Thankfully they think that weaponized tankers can act like cruisers.

b) Yet the number of d-mods (five on average) means that they aren't a cheap and easy way to get early ships.  There has to be a reason to fight pirates (hi system bounties)...I think this is exactly what a pirate should be:  annoying and worthless all at the same time.

2.  Zero flux weaponry?  Tasty.  Collecting these is almost a mini-game in itself.  Then I salvaged this immense horseshoe shaped carrier with tons more weapon mounts than it could possible power....ah.

3.  I got overwhelmed trying to sort/order all of the ballistic weapons.  Choice is good...but my goodness.

4.  Regarding this mod:  the force is strong in this one.
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Ranakastrasz

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Yea, zero flux weapons are a huge perk, but don't forget to compare that to the sheer punch a good strike weapon, artillery support, or a missileboat can provide.

But yes, zero flux weapons are wonderful. Just remeber the tradeoffs.
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Morrokain

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Fired the latest mod version up today and some quick impressions:

1.  I like that pirates are:
   
a) A fairly significant threat due to their fighter swarms.  If I bring fair amount of PD they lose their bite once the initial squadrons masses are thinned out.  Thankfully they think that weaponized tankers can act like cruisers.

b) Yet the number of d-mods (five on average) means that they aren't a cheap and easy way to get early ships.  There has to be a reason to fight pirates (hi system bounties)...I think this is exactly what a pirate should be:  annoying and worthless all at the same time.

2.  Zero flux weaponry?  Tasty.  Collecting these is almost a mini-game in itself.  Then I salvaged this immense horseshoe shaped carrier with tons more weapon mounts than it could possible power....ah.

3.  I got overwhelmed trying to sort/order all of the ballistic weapons.  Choice is good...but my goodness.

4.  Regarding this mod:  the force is strong in this one.

Thanks for the impressions!

I agree with your point of view on pirates. I have heard their reputation may get locked to hostile in the future, which would cause me to have to separate a few distinct groups out into their own factions since I want that to be a little more dynamic to player choices:

Spoiler
Xelion Pirate Base, Kanta's Den, Derinkyu Rogue Miners, Thulian Raider's and Lost Astropolis in particular.
[close]

Fighter combat should be better in the next update, and I also plan on doing a lot to expand the lore and immersion if possible. Dialogue has turned out to be surprisingly difficult to populate, mostly due to the scope I've created by adding so many fleet conversation options.  ::) Worth it though.

I want to eventually get those to be completely unique with each faction you meet, and change based on your reputation with them and the commander you are talking to. It is a pretty big task, so I also try to expand the content while I'm at it to keep things fresh and interesting, and so your comment on weapon choices, well... they may get even more varied with the next update.  :-X

------------------
Yea, zero flux weapons are a huge perk, but don't forget to compare that to the sheer punch a good strike weapon, artillery support, or a missileboat can provide.

But yes, zero flux weapons are wonderful. Just remeber the tradeoffs.

This is quite true. It can be very tempting to look at the on-paper stats of flux-free assault weapons and assume they are superior since they have the highest dps for no flux cost, but they typically dole out that high dps over regular intervals of fire that allow kiting to vent flux without either a proper tactical surround or support weapons to disable your target's engines repeatedly. They also often cannot easily pierce the heavy armor of low-tech vessels due to low per-hit damage in comparison to strike weapons.

Range and burst damage that come alongside fire support and strike weapons, however, navigate around that either by dealing their damage within a very short window (meaning retreating is virtually impossible) or through effective range (the most powerful stat in Starsector) which means that retreating won't matter since you can still hit them for a much larger window than they can hit you. Flux-free assault weapons actually balances that out a bit by allowing the increased 0-flux speed boost that this mod provides let assault ships better close with fire support vessels that would otherwise severely out-range and kite them into oblivion.

That is the basic standard the mod goes by, conceptually, though there are exceptions to those rules based on other limitations like OP cost or worse-than-average stats in one area to increase potency in another area, etc.
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eidolad

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Flux free weapons seems to open up a new way to approach flux budgeting.  My intended use of flux-free weapons: 

a) use the flux budget for my favorite strike weapons and missile combo for that ship (initial focus:  ship killer setup, emphasis:  flux hungry badass weapons that take up the fewest slots).  Soooo many strike weapon choices will take awhile to figure this out.

b) fill the rest of the slots with flux-free weapons (initial focus:  PD)

I'm hoping that AI loadouts won't take advantage of free slots like this...and there is at least one flagship that I've seen that would really, really take advantage.  Good thing I'm not actually posting this where the mod meister can see it.  Um.

Well anyway:  some feature requests: 

a) elite groups that fill the post-flux-budget slots up with flux-free weapons.
b) perhaps hide a few of "elite deserters" in AI fleets (esp. pirates) who follow this "max slot" (I guess what I'm really aiming for is a feature that adds uncertainty to farming pirates).


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Morrokain

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I'm hoping that AI loadouts won't take advantage of free slots like this...and there is at least one flagship that I've seen that would really, really take advantage.  Good thing I'm not actually posting this where the mod meister can see it.  Um.

Well anyway:  some feature requests: 

a) elite groups that fill the post-flux-budget slots up with flux-free weapons.
b) perhaps hide a few of "elite deserters" in AI fleets (esp. pirates) who follow this "max slot" (I guess what I'm really aiming for is a feature that adds uncertainty to farming pirates).

 8)

I have added enough weapons, and soon to be ships, and re-balanced OP costs of everything so much that all variants will need a pass through, which will mean some optimization is in order. The new weapons will also mean I will need to add many, many more variants to get everything represented in the campaign... including some elite variants, and maybe even boss encounters if there is time considering I have secured some pretty amazing encounter music.

You may also notice a new faction tag...  :-X
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eidolad

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NICE
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