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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] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29  (Read 230004 times)

Vayra

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Hey Vayra,

I tried another run starting with Kadur Remnant. I do love the difficulty associated with it, as always. This time I decided to play a true fanatic and "convince" Luddic worlds they were wrong, so I needed a strong fleet based on what I can buy from Requiem station and what I could scavenge amd see how far I could go. In short, probably one of my best runs, I managed to use some pretty nice combo for weapons and ship from Kadur Remnants:

-The most important thing, their ships have incredible synergy with there Vanilla counter-parts: an Falcon (K) + Eagle, Falchion + Hammerhead, Rukh + its vanilla buddy. It work incredibly well, the (K) ship is the hammer, the vanilla the Anvil thanks to better shield and flux handling.
-The Sphinx is a monster thanks to its ship system. Others ships put shield pressure, the Sphinx go close and deliver the killing blow (frontal Torpedoes launcher, but could probably work with assault chainguns). I like it so much I no longer use capitals when assaulting orbital station.
-Sirocco is great for raiding thans to its storage.
-Javelins missile are great with wings. So many targets on the field that PDs are unable to stop the incoming waves of bombers

I cannot say much about the weapons, I was unable to get enough of them.

A couple of comment/suggestions:
-The burn drive is interesting on the Eagle and Falcon (K), but the AI don't know how to use them and often ends ramming it in orbital station... Maybe they could benefit from little changes in AI hints, or from the same system than the Camel?
-The Kadur Remnant could probably benefit from a third world or system. So far they are not easy to deal with and feel isolated. I know it's probably what you intended but gameplay-wise it's easy to just forget them and deal with other factions which is a shame as their backstory is great IMO
-On the other hand, others factions are a little bit overcrowding both systems: too much factions in Mirage, and definitively too much pirates in general: 3 new markets, with military, and 2 Heavy Industries! Maybe it's tipping the balance a little bit too much for them? Especially considering the presence of the star fortress.

Anyway, these are just little details, 'cause overall the greatest thing the mod is giving new way to play the game with the start options. They add needed variety to the base game.

Thank you

Thanks for the feedback, and I'm really glad you're enjoying the mod! I'll address some of your points here:

- I'm glad that that strategy works! All of the new ships I'm introducing to flesh out the Kadur are designed for that anvil/fleet anchor role. If it works well with vanilla, it should work well with their new toys as well, which will make them much more of a complete faction.  ;D
- The Sphinx is indeed an excellent assault craft -- try it with a ton of Assault Chainguns, Machine Guns of various sizes, and Safety Overrides! It's so strong in fact that it'll be getting a (small) nerf in the next update which will be releasing shortly after 0.9.1 -- a slight increase in supply cost/deployment points.
- I need to come up with some other logistics ships to support the Sirocco, heh, as it starts to get a bit silly in bigger fleets... So many of the same hull. I am happy you like it though. I find I often need something like it in my fleets -- a mid-sized logistics ship to carry both fuel and cargo for a smaller fleet of destroyers and frigates.
- Javelin is the old name  ;) Interstellar Imperium took it for their LRMs while I was away between 2013-2018, so I had to rename mine to Jerichos and Janissaries.

- Burn drive on the (K) hulls is meant to be a downgrade, but hmm, maybe I'll take a look at it and just give them a simply less powerful Maneuvering Jets or something.
- I don't think I'll be adding a third system, at least in the traditional (core, inhabited) sense, but I might look at doing more procgen content! I definitely want them to feel like a presence in the sector, but I don't really want to add any more "static" markets or otherwise compromise the feeling of them being a faction of exiles and refugees. The raider bases are an attempt at this currently, though that's still pretty barebones.  :)
- On "too many factions in Mirage", we'll have to agree to disagree, heh. I love big, chaotic systems, maybe because I remember when Corvus was all we had and every mod added a station or an exoplanet or a moon or something...

Thanks again for taking the time to write all this out! I'll definitely keep this stuff in mind while I'm working on the mod.
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Vayra

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Quick patch for 0.9.1a ship pricing and crashfix.

Real update still about a week out. Sorry!
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

eidolad

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Got this mod on my to-do list: 

anyone find any other mods that mesh really well, or not really well with with Kadur Remnant?

....sometimes me wonder if I am starting to stuff too many mods into a single game instance...
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Shoat

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....sometimes me wonder if I am starting to stuff too many mods into a single game instance...

Nah, "too many mods" is not really a thing. If the game boots up and doesn't crash, you should feel free to add any mod that looks or sounds neat.

There was a time (back when we were still playing just in corvus) when it was common for me to play with literally every released mod on the entire forum active all at once (plus plenty of my own hackjob modifications). It was ... "lively", let's call it that, but entirely playable and fun.

Most current-day mods tend to be a lot more stable (both in terms of not crashing the game or creating bugs, and in terms of game balance being close-ish to each other and to vanilla content) and since the new content from them is going to be spread out over many systems you won't feel as overcrowded either.
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Hrothgar

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People play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.
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Hussar

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People play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.

Except Skyrim can't handle them as it have 255 plugin limit? :P
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Midnight Kitsune

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People play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.

Except Skyrim can't handle them as it have 255 plugin limit? :P
Unless they are mostly the other type, yes
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

Hussar

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People play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.

Except Skyrim can't handle them as it have 255 plugin limit? :P
Unless they are mostly the other type, yes

One can also merge plugins (mods) together ;)
But I've made my point :P
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Morathar

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Re: [0.9.1a] Vayra's Sector v.2.3.0 (Dev build available 2019-06-09)
« Reply #323 on: June 10, 2019, 07:44:34 AM »

After a few battles of cursing at my Sphinx allies for repeatedly ignoring my retreat orders, I decided to watch one of them more closely in the next fight. What I discovered is that they constantly fire their drive system while attempting to retreat. While this is a perfectly valid tactic when doing a direct retreat facing away from the enemy, it is a fatal strategy when trying to do a tactical retreat with the ship's frontal shields facing towards the enemy. (Basically, the ship just keeps charging back towards the enemy ships faster than it can back away...)

Out of curiosity, I glanced at the AI logic in Kadur_RamJetsAI.java and I think I've discovered the cause - while the retreating AI correctly checks the direction the ship is facing before activating the drive system, it doesn't exit to prevent any other checks from potentially activating the system when facing the wrong direction. My proposed solution is to simply add a return statement after the AI has determined the ship is facing the wrong way:

Spoiler
Code: java
        if (assignment != null && assignment.getType() == CombatAssignmentType.RETREAT) {
            if (ship.getOwner() == 0 || (ship.getOwner() == 1 && engine.getFleetManager(FleetSide.PLAYER).getGoal() == FleetGoal.ESCAPE)) {
                targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y + 500f);
            } else {
                targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y - 500f);
            }
            if (rightDirection(ship, targetLocation)) {
                ship.useSystem();
                return;  // This line can be safely removed after adding the new line below
            }

            return;  // ADD THIS LINE - prevents the AI from activating the ship's system while retreating and facing the wrong direction
        }
[close]

This should drastically increase the Sphinx's chance of surviving a tactical retreat...
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Vayra

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Re: [0.9.1a] Vayra's Sector v.2.3.0 (Dev build available 2019-06-09)
« Reply #324 on: June 10, 2019, 09:21:32 PM »

After a few battles of cursing at my Sphinx allies for repeatedly ignoring my retreat orders, I decided to watch one of them more closely in the next fight. What I discovered is that they constantly fire their drive system while attempting to retreat. While this is a perfectly valid tactic when doing a direct retreat facing away from the enemy, it is a fatal strategy when trying to do a tactical retreat with the ship's frontal shields facing towards the enemy. (Basically, the ship just keeps charging back towards the enemy ships faster than it can back away...)

Out of curiosity, I glanced at the AI logic in Kadur_RamJetsAI.java and I think I've discovered the cause - while the retreating AI correctly checks the direction the ship is facing before activating the drive system, it doesn't exit to prevent any other checks from potentially activating the system when facing the wrong direction. My proposed solution is to simply add a return statement after the AI has determined the ship is facing the wrong way:

Code: java

        if (assignment != null && assignment.getType() == CombatAssignmentType.RETREAT) {
            if (ship.getOwner() == 0 || (ship.getOwner() == 1 && engine.getFleetManager(FleetSide.PLAYER).getGoal() == FleetGoal.ESCAPE)) {
                targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y + 500f);
            } else {
                targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y - 500f);
            }
            if (rightDirection(ship, targetLocation)) {
                ship.useSystem();
                return;  // This line can be safely removed after adding the new line below
            }

            return;  // ADD THIS LINE - prevents the AI from activating the ship's system while retreating and facing the wrong direction
        }

This should drastically increase the Sphinx's chance of surviving a tactical retreat...


Oh, good call. I'll throw that in there. Thanks!
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Hrothgar

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Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
« Reply #325 on: June 11, 2019, 12:52:09 AM »

Fix for spawning stations of pirates/ludd/kadur if they're wiped out is... bootiful.
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Grizzlyadamz

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Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
« Reply #326 on: June 13, 2019, 07:54:43 PM »

If that works it'll be good for other mods too- the combat freighter in diable suffers from the same issue.
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HuoShengdi

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Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
« Reply #327 on: June 13, 2019, 10:37:02 PM »

Are Kadur camp stations supposed to proliferate in-system? I'm seeing like 5 different Kadur stations all in this one system...
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StarsectorForumLurkerGuy

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Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
« Reply #328 on: June 14, 2019, 06:12:42 AM »

Hi Vayra! Long time lurker, first time poster.

I ran into this problem that caused a crash every time I mouse over a communist cloud fleet.
Spoiler
579973 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod communist_clouds not found!
java.lang.RuntimeException: Hullmod communist_clouds not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.prototype.Utils.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.computeNumFighterBays(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:918)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:363)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:406)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.C.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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]
« Last Edit: June 14, 2019, 10:03:31 AM by StarsectorForumLurkerGuy »
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KailaRaZhu

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Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
« Reply #329 on: June 14, 2019, 02:05:37 PM »

Hi Vayra! Long time lurker, first time poster.

I ran into this problem that caused a crash every time I mouse over a communist cloud fleet.
Spoiler
579973 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod communist_clouds not found!
java.lang.RuntimeException: Hullmod communist_clouds not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.prototype.Utils.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.computeNumFighterBays(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:918)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:363)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:406)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.C.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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]

yeah both the java and the entry in the hull_mods.csv is missing for that one, i guess it was simply missed  :)

I'm sure Vayra will have it fixed in no time, but until then just add an entry to the hull_mods.csv for that to point to, (you can just copy/paste another mod and change the ID)
« Last Edit: June 14, 2019, 02:13:49 PM by KailaRaZhu »
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