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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.4) Update 10/01  (Read 137562 times)

Morrokain

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My one real complaint about the mod is the slowdown in large fleet battles. Some of it is just Starsector, but I feel like a large part is the fighter spam. I've had issues with the aforementioned Luddic Path armadas fielding so many fighters that I've had multiple instances of not being able to finish off enemies simply because of ablative fighter swarms eating all my shots. And during those times, the game just grinds to a crawl.

I wanted to say I've made a few design decisions for the hotfix to help address this concern. I'll post some details later when I'm more sure about the exact changes coming.
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CMDR Malanior

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mod compatible with Nexerelin?
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Morrokain

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mod compatible with Nexerelin?

No, sorry! I might merge the features at some point but it will be a bit before that happens. Still fine tuning the combat engine at this point and I want to get some immersion content in first as well. There are parts of the last feature that will involve some new things but  :-X
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Chaotic-Entropy

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Can't help but thinks that stations are a bit OP now... with a one star threat level small station collapsing the shields of and maiming a cap ship before it even gets in range, Consortium especially with their ridiculously powerful fast fire rate blasters (of some sort). Now I'm surrounded by Consortium and Luddic bases that I can't dislodge due to fleets and station.

It wouldn't be so bad if literally anyone else on the map cared about anything going on beyond the borders of their own system but I'm just stuck with whatever happens to be going on.
« Last Edit: October 10, 2019, 11:48:24 AM by Chaotic-Entropy »
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Morrokain

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Can't help but thinks that stations are a bit OP now... with a one star threat level small station collapsing the shields of and maiming a cap ship before it even gets in range, Consortium especially with their ridiculously powerful fast fire rate blasters (of some sort). Now I'm surrounded by Consortium and Luddic bases that I can't dislodge due to fleets and station.

Thanks for the feedback. :)

Is this a colony specific issue you are having in regards to raids? Or just that stations as a whole feel too strong when attempting to combat them? They were mostly buffed due to the range increase from the last update. Capitals will certainly help against them but massed cruisers and destroyers are also ideal to draw fire, retreat and vent (to mitigate the station's damage and allow heavy hitters like capitals close in and deal damage. Are you using max fleets and just feel the cost is too high?

It wouldn't be so bad if literally anyone else on the map cared about anything going on beyond the borders of their own system but I'm just stuck with whatever happens to be going on.

Can you explain what you mean? (Sorry trying to help but a little confused) Do you want allied factions to assist your colonies in defense? Or follow your fleet and help against enemy stations?
« Last Edit: October 10, 2019, 03:51:38 PM by Morrokain »
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Marco

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Can you explain what you mean? (Sorry trying to help but a little confused) Do you want allied factions to assist your colonies in defense? Or follow your fleet and help against enemy stations?

I imagine he means the fact that the NPC factions never attempt to take out hidden bases, leaving them to build up over time and become monstrously strong. Not to mention the super strong fleets they tend to have in system.
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Morrokain

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Can you explain what you mean? (Sorry trying to help but a little confused) Do you want allied factions to assist your colonies in defense? Or follow your fleet and help against enemy stations?

I imagine he means the fact that the NPC factions never attempt to take out hidden bases, leaving them to build up over time and become monstrously strong. Not to mention the super strong fleets they tend to have in system.

Got it that makes sense. I do have something planned for that. Probably not in the hotfix, but there are more important performance issues to solve first, and I do want stations to feel really strong both to encourage actual battles with them if you're nearby (rather than relying on auto-resolve because its just as good) and to provide a difficulty boost to the endgame.

I haven't really done as much play-testing with Star Fortresses in particular, so they could be tuned too high.

----------------
Performance Issue Solution:

The next update, as a general design change:
- Reduce the number of fighters in each individual wing by 33%-50% (Closer to vanilla numbers per wing, but still more fighters per battle due to assault ships above destroyer size having fighter bays)
- Add more fighter bays to dedicated carriers and combat carriers to further differentiate them (their Carrier Bays hullmod also has been improved)
- Give dedicated carriers an additional built-in hullmod to reduce the 0-flux boost by a large amount (helps reduce carrier edge kiting with non flux pd weapons and missiles only)
- Revert supply per deploy gap between hull sizes back to before the gap was reduced (Not vanilla levels but the gap is significantly wider than before)
- Increase deployment cost of any frigate using built-in fighters over combat frigates. (The built-in wing numbers have also been reduced in most cases)
- Increase battle sizes (minimum only by a little but default and max sizes get a nice boost)
- Combat carriers: add more or larger weapons and dedicated carriers above destroyer size: add additional bays to offset fighter strength reduction. In some cases add Ordinance Points.

The changes increase performance on my PC by about 33 to 40%, so a significant improvement. It also makes all fleets (but capital ship and cruiser fleets especially) more expensive to deploy and increases the cost of CR draining effects of all kinds. So there will be an increase to combat operation costs in general.
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ArnaudB

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I have wanted to play this mod. Unfortunately everytime at sector generation the game crash:

Quote
97339 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Archean Order TC v1.3.4 (data\campaign\econ/mordreath.json)]
98718 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
   at java.util.Random.nextInt(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.updateMax(BaseEventManager.java:37)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.<init>(BaseEventManager.java:29)
   at com.fs.starfarer.api.impl.campaign.intel.PersonBountyManager.<init>(PersonBountyManager.java:16)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.addScriptsIfNeeded(CoreLifecyclePluginImpl.java:421)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconom yLoad(CoreLifecyclePluginImpl.java:662)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.0000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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)

I couldn't figure out the problem. I do have the library mods so that shouldn't be the problem.
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Morrokain

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I have wanted to play this mod. Unfortunately everytime at sector generation the game crash:

Spoiler
Quote
97339 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Archean Order TC v1.3.4 (data\campaign\econ/mordreath.json)]
98718 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
   at java.util.Random.nextInt(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.updateMax(BaseEventManager.java:37)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.<init>(BaseEventManager.java:29)
   at com.fs.starfarer.api.impl.campaign.intel.PersonBountyManager.<init>(PersonBountyManager.java:16)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.addScriptsIfNeeded(CoreLifecyclePluginImpl.java:421)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconom yLoad(CoreLifecyclePluginImpl.java:662)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.0000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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]

I couldn't figure out the problem. I do have the library mods so that shouldn't be the problem.

Thanks a lot for showing the error. :)

It seems to at least point to a specific file. I've never seen this come up before so I will take a look at the file in question and see what turns up.

(You shouldn't need any library mods to run Archean Order - maybe try taking those off and seeing if that helps it in the meantime? I don't think that's the problem most likely since I have used lazylib myself because its required for console commands, but at least that rules it out completely if they aren't being installed)
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ArnaudB

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I just tried to start a new game with ONLY Archeon Order, absolutely nothing else active, and I still get the same crash.
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Morrokain

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I just tried to start a new game with ONLY Archeon Order, absolutely nothing else active, and I still get the same crash.

per Alex:

This will happen if, in settings.json, "minPersonBounties" is set higher than "maxPersonBounties".

Have you edited your core settings file by chance?

<install directory>/starsector-core/data/config/settings.JSON

If you have, be aware that there is a setting for maxPersonBounties in the mod:

<install directory>/mods/Archean Order TC v1.3.4/data/config/settings.JSON

So if you increased the number of minPersonBounties but didn't either remove that portion of the mod or change it to be higher to reflect the core settings, that error could occur. I will change it in the next update to override both slider settings so that at the very least it won't cause an error if a player had decided to modify the core file in the past.
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ArnaudB

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It works!

The Bounty setting indeed seem to have been the problem. I had set the settings at minbounty=8 and max=20 for a bounty-only run with Varya's Sector.

I set the value to min=3 and max=5 and I was able to successfully start the game. I'll go see what the mod offers now.

Thank you.
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Morrokain

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It works!

The Bounty setting indeed seem to have been the problem. I had set the settings at minbounty=8 and max=20 for a bounty-only run with Varya's Sector.

I set the value to min=3 and max=5 and I was able to successfully start the game. I'll go see what the mod offers now.

Thank you.

Happy to help  :) Thanks for pointing out that potential issue. I have made a note to make sure to correct it for the next update.
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