Some strange things in this mod. Most of all is the energy slot decision. Energy slot weapons get the flux bonus. It's not weapons that do energy damage, it's guns in energy slots.Couldn't be helped; it's one of the engine-side things I had to deal with.
So a thumper gets high energy focus +50%Yeah, that's a bug, it's getting fixed :)
the only thing that bothers me is the art style of some of the new shipsPersonally, I think it works fairly well; one of the cool things about Starfarer's art is that each faction's stuff isn't strongly typed, so a lot of variety works OK. I've tried to keep all of the stuff that's radically different from the Vanilla stuff mainly confined to the Indies and the Pirates, where we'd expect more variety. Anyhow, I like it :)
Fusiller doesn't start with enough crew to fight (it needs 5 more),That, or ensure more crew if a valid choice in that code, oops. Sorry, didn't test every combination, it was Pretty Darn Late when I got that stuff in. I'll fix that later tonight when I'm back at my regular keyboard :)
I got chased halfway across Corvus with what looks like the entire piratical fleet, just barely ahead enough to reach the independant station that has the mothball/recommision ships text but not the mothball/recommision function.Yeah, being chased by pirates is normal, welcome to the mod. IDK about the mothball/recommission issue, I remember seeing it but then not caring too much because the shop works. It's like anything "neutral" is hardcoded to do that. I'll check out if there's a fix for that via defining the Independents as a new Faction.
Also, all of the combat command names are screwed up. You need to know what the descriptions of each were to be able to figure out what they do.Oops, I probably need to fix something in the descriptions.csv for that.
can you make so that you have a smaller chance to spawn with all factions hostile with you? I've had over 8 saves with everyone hating me ( what did I do!?! D:)Yeah, there's a simple answer to that one; don't answer "something else" on the first question; then only some of the factions will hate you :) That said, it's totally random if you answer "something else" there; I'll see about writing up some code that catches that all of them hate you and make one of them guaranteed to like you in the next build.
This is the fourth (and probably last) iteration of the Vacuum mod series. I'm planning out a new TC with a very different look and feel vs. Starfarer now that I understand what I'm doing coding-wise a bit more.
Anyhow, this version:
Adds:
1. Frigates are now able to fly like Fighters, leading to usage as bombers and other things being possible.
2. Non-Frigate ships now obey different laws of physics. When at top speeds, turning rates are lower, when turning, speeds will drop. This is a prototype for my next TC's physics stuff but it's fun in Starfarer too; it makes putting OPs into Augmented Engines dicey and anything that effects maneuverability can be really important. It also means that AI ships camping at low velocities (lookin' at you, Onslaught) can turret themselves while your speedier capship can't.
Changes:
1. Lots of stuff with Hull Mods. Basically, hard-flux drain got tested out as a theme. I don't think it's all OP-balanced but it's certainly interesting and it makes a lot of ships work better.
2. Revamp of all the shield balance; see notes that came with the release.
3. Various other stuff, including the return of the Gauss Cannon, rebal of the Plasma series and other things.
Anyhow, I think this is it for Vacuum I'm now working on something else that I think will be much more interesting :)
Please don't stop work on this, This is extremely unique and innovative :/Yeah, but it's not really attracting a lot of comments, which means it's probably not unique and innovative enough :)
Errr... so there is no .json file in the current download. How do you activate this mod?It's possible I didn't update it properly when I uploaded the latest build. I've double-checked everything and uploaded a brand-new build, 0.4b, which should work properly. Sorry for any inconvenience :)
Well, there's the rub atm; once the economy was working well enough to spawn large fleets again, it sometimes does that kind of thing, and with the economy effectively allowing for a faction to get shut down, it can be a serious problem for the player. This is one of the niggling issues I've inherited from Exerelin that I need to address moving forwards.
So what I need to do at this point is construct a genuine difficulty ramp, methinks. Luckily, I don't think that will take very long; I can add a small patrol fleet type and force the game to keep the numbers low enough to be reasonable during the first 90 days or so, giving players some breathing room. I'll take a look at this right away and see if I can solve this issue :)
It already has that; it won't keep spawning if it hits the upper numbers on fleets allowed.
The issue is largely getting the difficulty ramp tuned, I think; during that early period, it would really suck to have a Faction declare war on you and then proceed to stomp your mining fleets, leaving your faction high and dry.
Should be fixed in the next build, or at least the structure's there to make adjustments later and I know how to get it done. Anyhow, I'll set it up so that it's staggered, and defensive fleets always get built first; that should help a lot.
Would it be possible to allow the player to contribute to a factions financial well being through the Germanium they mine?You do exactly that already. The spawning system uses the Germanium and Fuel you mine, just like it uses the Germanium and Fuel the Mining Fleets mine. The issue, in terms of final balance, is getting the balance right for the player vs. the mining fleets.
Got the Punk Junker art ready.Oooh. These are pretty neat. <3
Here's Thule's awesome stuff with a few cleanups and such by me:
(http://www.wolfegames.com/TA_Section/pj_squire.png)(http://www.wolfegames.com/TA_Section/pj_knight.png)(http://www.wolfegames.com/TA_Section/pj_archer.png)(http://www.wolfegames.com/TA_Section/pj_earl.png)(http://www.wolfegames.com/TA_Section/pj_duke.png)(http://www.wolfegames.com/TA_Section/pj_queen.png)
106342 [Thread-9] ERROR com.fs.starfarer.combat.String - java.lang.ArrayIndexOutOfBoundsException: 6
java.lang.ArrayIndexOutOfBoundsException: 6
at data.scripts.world.exerelin.ExerelinData.getAvailableFactions(ExerelinData.java:170)
at data.scripts.world.exerelin.ExerelinUtils.getStationOwnerFactionId(ExerelinUtils.java:255)
at data.scripts.world.exerelin.OutSystemStationAttackFleet$1.run(OutSystemStationAttackFleet.java:92)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.??0000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.B.o00000(Unknown Source)
at com.fs.starfarer.title.O0OO.o00000(Unknown Source)
at com.fs.starfarer.ui.o00o.o00000(Unknown Source)
at com.fs.starfarer.ui.return.o00000(Unknown Source)
at com.fs.starfarer.ui.ooOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.A.this.do$super(Unknown Source)
at com.fs.super.A.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:680)
Had 3 ships, wages -12 000 for crew, +5000 income, really doesn´t worth it.Well... hmm. I really haven't found that to be a serious problem, if you're using all the sources of income well.
For example, if you spend the early-game mining Germanium or Fuel, you can build up 100K before wars get going in earnest.
This might need a some kind of manual...I agree, but the framework's still very much WIP at this point; it's very much Alpha atm :)
That's a crazy huge amount of firepower on the conquest. It was all about its broadside, and it covered both sides equally, so each side was like a full cap ship. With a big gun in the middle you might want to boost its FP and cost by a bit.I'm just hoping it's finally worth its current FP, honestly. It's been the weakest link for quite some time now, due to the lack of frontal armament. The broadside sounds cool, until you realize it's only firing half the weight of an Onslaught no matter how it turns. If you haven't fought an Onslaught in the mod yet, prepare yourself ;)
Also, the punkjunkers are really strong. All their ships seem to have near absurd amount of armor and health.Yeah, but they have a serious weakness (hint: check out what Hull Mods they don't have).
Also, the mining fighter, the prospector? is by far one of the strongest fighters due to it having the armor of a cruiser and the hull of a frigate.I've found that they generally gets wasted vs. anything substantial- they just don't have the guns to do much good. They tank great vs. early fleets, but really get stomped later on.
Energy weapons are a bit on the weak side, ballistics both make up the vast majority of options, and have a wider variety. Ballistics have both better and cheaper options than energy weapons. It feels like energy weapons are supposed to be special, but they simply don't have anything special going for them.It's a mixed bag imo.
On the latest version I have still not seen any faction cap any station except their starting one, not even make an attempt. Also, you can only pick three factions to start with, pirate, hegemony and tritachyon. None of the other factions come up as options. They are still in the game, you just can't play as them.Yeah, really meant to go look at that, but have been too busy with a million other things :)
The mod is cool, im sinking hours into it, the balance just feels really strange.I'd be the first to say that the balance is pretty Alpha atm. If you've got specifics you'd buff / nerf, I'm always willing to listen. Keep in mind that I've played this a lot, so I know where most of the problem children are... the issue is coming up with fixes that don't just create new problems :)
I just wanna say that playing this mod has been a really unique experience. It almost has an arcadey feel to it, if I might add.Yeah, the balance and way it plays are really different than Vanilla.
Wages appear to be disabled.Yeah, I caught that tonight, will fix.
Can only pick pirates/hegemony/tritach to start, which makes getting a conquest to try it out a bit harder.You should be able to hit "next" on that screen at the bottom and pick the others. Works over here :)
Edit: And the storm needler seems to be set to point defense. It is shooting at missiles instead of other ships.Yeah, it's meant to be ultimate spam-cannon, but it tends to eat ammo up on stuff it shouldn't.
You might want to normalize missile ammo across different weapons. Some missile weapons have enough to fire for 30 minutes straight, while others are out in a minute. In some cases it makes sense, but in some it doesn't. Things like rocket pods I can see blowing through their ammo very fast, but the MRMs having such a huge amount of ammo compared to the LRMs is kind of weird. You might want to boost the LRM ammo.The main issue is that Alex decided for some weird reason that only missile weapons with 30+ shots could be on Autofire, which is less than ideal. Anyhow, I'll look at that and at balance for them in general again; I'm not happy with the MIRV, which isn't getting through PD enough, same with the Sabots. On the other hand, they aren't as massively OP as they used to be, so it's a question of crossing a fine line. Having another big missile that fills a role between the torpedoes (which are totally worth using on things like Exigency, btw) and the MRMs / LRMs might be worth doing; again, there's a fine line there between having something that's so useful it's ubiquitous and something that's cool-looking but fundamentally useless.
There are version numbers, they just aren't on the file name. Open up the package and read the modinfo file.
is there someway to take over abandoned outposts ? ???Not just yet, other than your side occasionally launching an invasion fleet. TBH, this is something I'd like to do but haven't had the time; I'm still working on the core battle gameplay stuff :)
How do you mine? I tried some ways but still dont seem to get how Im supposed to do it??? :-\Buy any of the fighters that are marked "(Miner)". Currently, that's the Prospector and the Bat.
Make that fighter launcher with a opening platform for a fighterThat should be possible, but I haven't looked into how weapon animation code works yet.
I worry that perhaps somehow the Exigency biohull is (invisibly) being applied to all vessels...Any ship with Automated Repair System will self-repair Hull over time. The Exigency Biohull and the character buff that allows for self-repair all stack with that. So a character with those skills in an Exigency ship is quite hard to kill.
Also I suck at this mod - the fact that none of the ships you can buy come with any hull mods wheras ALL of the enemy ships have just about everything they could possibly benefit from doesn't help... I'm assuming that -is- somehow intentional though?Don't worry; after you've gotten to level 20+ (i.e., you can max out Tech or Combat) you'll be fine. Getting to level 20 takes hardly any time at all in this mod, so don't fret about having to "re-roll" your character too much.
One minor bug: Wasp fighter wings have the Stabilized Shields hullmod... but, they don't have shields.Oops! Will fix that. Please let me know if you see any other minor (or major) goofs like that, or things in the balance that don't work.
QuoteAlso, the punkjunkers are really strong. All their ships seem to have near absurd amount of armor and health.Yeah, but they have a serious weakness (hint: check out what Hull Mods they don't have).
Something for the new build's changes to certain things :)Spoiler(http://www.wolfegames.com/TA_Section/intothewildblueyonder_big_station.png)[close]
Something for the new build's changes to certain things :)Spoiler(http://www.wolfegames.com/TA_Section/intothewildblueyonder_big_station.png)[close]
--- snip ---
I'll take a look at the strategic-AI issue
--- snip ---
I feel pretty comfortable with what I changed otherwise, though, and I'm pretty sure I know where the major pitfalls are now, so it probably won't be too painful.
Maybe if there is things you would like to have configurable send me a list and I'll see about refactoring it?I think the main thing that occurs to me is that there is probably too much gamecode / balance code in ExerelinUtils that should get pushed out to a extend, so that whatever refactors need to take place when 0.6a hits doesn't break everything seriously again.
Yeah weapon lists in ExerelinUtils bugs me too, but with StarSector 0.6 I won't even have to maintain weapon lists (can just look at that factions variants and get the appropriate weapons from them), which is why I haven't bothered to do much with it. That's why I'm using the .faction files as ship lists.Yeah, I can see how that's going to be super-sweet.
I think the main thing that occurs to me is that there is probably too much gamecode / balance code in ExerelinUtils that should get pushed out to a extend, so that whatever refactors need to take place when 0.6a hits doesn't break everything seriously again.
I feel like Utils should be code that may be changed / altered without needing to re-merge all the time, so that tooling around on the game-design side doesn't blow up the core and vice-versa, if that makes sense?
There are just a few things like the main timer loop (doDaily(), etc., etc.), mining operation gamecode and other stuff like that I feel should get pushed out into their own files, so that messing with balance <> being unable to do less than a full merge, should you push out big changes to the core framework (which, let's face it, is very likely to happen when 0.6a's out and OMG, DIALOG GAMECODE MANIPULATION NO MORE RESORTING TO CONSOLES AND HACK-AROUNDS OMG YAY).
26944 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Error compiling [data.scripts.plugins.BattleCreationPluginImpl]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.BattleCreationPluginImpl]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/plugins/BattleCreationPluginImpl.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/BattleCreationPluginImpl.java, Line 18, Column 13: Non-abstract class "data.scripts.plugins.BattleCreationPluginImpl" must implement method "public abstract void com.fs.starfarer.api.campaign.BattleCreationPlugin.initBattle(com.fs.starfarer.api.combat.BattleCreationContext, com.fs.starfarer.api.mission.MissionDefinitionAPI)"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:447)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
... 5 more
Hey there, bought the game yesterday after my pirat copy kept talking to me, so i got a bad conscience...
I have to thank for the awsome game you made. it is as if it originated from my dreams :) and shure this one was the last ;)You know that is not the point he was getting at sir.
GGMC, Everyone: Talk of Piracy for any reason is not tolerated on this forum anywhere.Sorry, I was just explaining what he did wrong as he was counteracting the subject and not getting through to what you said, Im not the bad guy, I dont want anyone else to be either.
Last. Warning.
I may be able to get a working release out again this weekend, I may have a few hours to spare from RL then :)May of not noticed
IDK whether I'll keep the Exerelin components or not; it turned out that a straight port was somewhat difficult, as Exerelin's gameplay has changed a bit, and I have had a few new ideas I want to try out :)
It probably it won't work without being modded in, but IDK. give it a go and see :)
1298180 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_AlsemiDVrenn_617473235515662240...
1342783 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
1342785 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
at com.thoughtworks.xstream.mapper.FieldAliasingMapper.key(FieldAliasingMapper.java:43)
at com.thoughtworks.xstream.mapper.FieldAliasingMapper.getMember(FieldAliasingMapper.java:67)
at com.thoughtworks.xstream.mapper.FieldAliasingMapper.realMember(FieldAliasingMapper.java:56)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.OuterClassMapper.realMember(OuterClassMapper.java:44)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.AnnotationMapper.realMember(AnnotationMapper.java:100)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.mapper.MapperWrapper.realMember(MapperWrapper.java:38)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:289)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.ArrayConverter.unmarshal(ArrayConverter.java:55)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
1298050 [Thread-6] WARN org.lazywizard.lazylib.combat.CombatUtils - Using deprecated method getCombatEngie()
I haven't seen a computer with less than 4 gigs of available ram for gaming (after os usage) for a while, and 2 gigs on older or very low budget systems. Memory allocation definitely should be kicked up a notch by default.
I2 gigs on older or very low budget systems.
after playing a few hours i got a out of ram when saving (so my save is corrupted too)
i think there may be a problem with having lots of stations or something.
What are your memory settings? Have you raised the memory limits to at least 1GB?
after playing a few hours i got a out of ram when saving (so my save is corrupted too)
This just happened to me, and I have definitely raised the memory limits.
I set my ram usage to 2gigs but when I try to open starsector nothing happens. Is there a way to fix this?
For whatever reason...I'll check it out. Probably :)
...Whatever I click defaults me to five star systems with the newest build of this. Is this a bug? D:
Red Tail:
(http://www.wolfegames.com/TA_Section/red_tail.png)
Red Tail:And just 'cause of that, you are now obligated to produce a Swordfish II-counterpart.
(http://www.wolfegames.com/TA_Section/red_tail.png)
theres one thing I'm curious about: how does the game work in terms of the player goal? Is there an ending or win-state?Yes, there's a win-state, in the sense that if all of the empires you're unfriendly with are dead, you've effectively won. Now that players can capture Stations, it's a lot more interactive, which is fun.
Glad to hear you're enjoying the mod :)
You can build Stations when you have enough Credits; simply dock with any planet and it's obvious what to do :)
Anyhow... working on a newbie-guide today, I got the Station-capturing mechanics working well last night and a lot of the little details are fixed :)
22228 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error loading [sounds/fx/guns/exigency_rr.ogg] resource, not found in [/mnt/game/linux/starsector/./mods/Vacuum,../starfarer.res/res,CLASSPATH]
The file is named exigency_RR.ogg instead of exigency_rr.ogg, so fails to load on Linux.Oops. Darn case-sensitive stuff, gets me every time. Fixed.
@Annex:
They're thoroughly incompatible :D
And Build 8, which I think I might get done today, will probably break 'em again.
Alpha and all that :)
Xenoargh, how are the random fleet strength encounters calculated? Or are they pre-sets?
in the menu it still reads BUILD 7? or am i missing something?
this is the first time i have ever downloaded this mod, moments ago, so its not anything from an old version.
The other thing thats happening with build 7 is that when I had a small fleet, when I docked at hostile factions stations, I could buy/sell/repair there still. However once my fleet got big enough (think at the 2 battleship mark) I could no longer do that, and the only option when going to a hostile station was to try to capture it. While im fine with that in itself, that leaves very few friendly stations at that point to dock at. If that is left as is then what would help would be to have 1 neutral uncapturable unaligned station in each system that the player can use as a fallback point for buying/selling.There is no limit on fleet sizes. It's all about relations. Once diplomacy is in place, it'll be possible to make peace with a faction, for a price, and faction relationships will change over time- you may make peace with one faction but go to war with another one, and part of the goal for having a difficulty setting is determining when the other factions will decide to make war on you (i.e., eventually, you'll have to defeat everybody, if playing on the hardest mode). But that's basically how it's supposed to work right now; if they aren't friendly, they're hardly going to welcome your fleet with open arms. If you don't want to lose access to stations, don't attack their fleets :)
Are you playing on full damage?
Also, are we talking about a fleet optimized vs. Exigency (i.e., beam-boat Odysseys as your capships with Mega Beams)?
Also, I've been putting serious thought into converting the Glaug into a shield-less faction, but giving them regenerating armor, to reflect their semi-organic ship designs. It'd also resolve the big problems they have with having long, skinny ships as their main-line battleships.
I think that might be interesting.
So I just blew my second million on a station on the same system.. what does it do again? I was hoping they would generate credits or something but are we really blowing 1 million into these things just to make sure there is a friendly place to dock after declaring war with the others factions?
Also do Blueprints actually do anything other than being a more expensive Germanium?
Build 8 is now available.
Changelog:
- Adds Newbie Guide- a really basic explanation of "how 2 play".
- Adds You R Winnar- a win-condition that informs the player when they've won.
- Fixes a smallish bug in the missile guidance code.
Stuff on plate for Build 9:
1. Distribution of Factions to make for less-random playthroughs / difficulty.
2. An actual difficulty setting that influences the entire game, beyond the current settings for number of planets.
3. Diplomatic relationships between the Factions, including with the player, that can change who's a friend and who's an enemy over time.
4. Maybe a look at virtual systems to replace Fleet mechanics. Could mean simpler player control over their Empire, too, when that part is finally considered.
5. Doing the big bad rewrite of the FleetInteractionDialog, to bring the Capture mechanics in line with the random encounters and simplify the system a bit.
Example of the Integrity Field on / off:
(http://www.wolfegames.com/TA_Section/traditional_shields_up_down.jpg)
I have tried to implement some stuff of my own, but I don't think I'm doing things right, since they appear to have cero effect (I think I'm doing something wrong in implementing my own ships)So you've developed a .ship file and you've included new entries in ship_data.csv? To get those ships in a Faction so that you'll see them in-game, you'll also need to make a .variant and put an entry in the Faction files for one of the fleets that's in the mod. Adding new fleets won't work; you can edit what's there but you can't add new fleets without code changes (which means making a new .jar).
...and bump, for great justice.
Almost done with the release, which is saying a lot. The AIs are all (finally!) done, but the customization system isn't. Yes, "custom" AIs. As in, don't like that your Frigate goes after fighters and other Frigates? Want it to prioritize enemy civilian ships? Just plug in a different AI.
Not quite done with that part, but I'm pretty excited about what this stuff is doing already; prepare for things to get a bit harder, especially when fighters are involved.
SNIPED
Anyhow, sounds like I need to actually write the abstraction system I planned out earlier to reduce the memory use even further; I think I can make the game run comfortably and without much delay on load / save with dozens of Systems, if not hundreds, even for users with only 1 GB assigned to the game.That sounds pretty crazy.
We'll see, but I'm fairly confident this can be done :)
OK, I think that the customizable-AI feature is fully working. After some testing, I've decided to offer players 3 types of AI:Hah, now if only we could fill weapon slots with special flux vents/capacitors. A mounted shield that works in the direction of the turret/hardpoint would be cool too, but I don't think that would work.
Carrier AI: Good for ships like the Venture; it causes these ships to behave as if they have the CARRIER setting, regardless of whether they have a flight deck (which also, incidentally, makes them do more broadsides).
Sniper AI: Good for missile boats and Tachyon Lance snipers, where we don't want them to close with the enemy at all.
Brawler AI: Good for any ships bristling with short-range weapons, where they make up in damage what they'll take in incoming.
Also am thinking about implementing a "shield removal" mod, for those ships who are better off without shields, foregoing protection for more Flux for weapons.
Then all I need to get done (for this build) is a couple of minor changes to put diplomatic relations in (in a very basic way, basically, adjusting relationships with everybody in the Sector when you fight another fleet) and put in some sort of "fleeing" state for the AI / player (right now due to changes elsewhere, there is no Escape mode, but it's moderately fun so it's going back in) and I think this build will finally be ready.
Another thought, for energy based ships, you could have a specialised 'Energy weapon Flux conduit concentrator' mod that gives you extra damage for unused OP.That can't be done in this mod, because of the Energy / Ballistics split. Basically, SS doesn't allow for Mutablestats to be assigned to a Weapon arbitrarily; we can't just pick out Weapons that use Flux and give them a bonus; bonuses must be applied to the Slot class. This is something that Alex could change, but he's fairly unlikely to atm. That said, if he did, I could get rid of the Energy / Ballistics split. That's why the only damage upgrades are Energy Pump and Armor Analysis :)
does that mean that nothing happens in those systems while the player is gone?Not at all. The factions make war on each other (and on the Player's stations) as usual, it's just abstracted and doesn't use any RAM long-term.
Say I'm in a system and there are 10 fleets, I go to hyperspace and then come back, will there still be 10 fleets?
How do you handle fights between fleets?I don't; it wasn't adding anything to the experience except for RAM bloat, anyhow.
Do station captures and other events happen randomly every x minutes, with chances based on the abstracted value of stuff in the system?Yes. Basically, there's an "attacker strength", based on how many other Stations the Faction has (i.e., how strong they'd be if they concentrated some fleets there) and a "defender strength", based on how many Stations the Faction has in the System. Defenders get a bonus vs. attackers, and there's a flat cap on how strong both values can get (set to allow players to get a slight advantage over attackers if they have 4+ Stations), so that the chances of a capture are relatively low, but (ironically) it's more reliable than the old way, because Assault Fleets aren't wandering around uselessly like they were.
Sweet, I haven't looked at the boarding shuttle code yet, have you needed to make any modifications?Not to the Boarding Shuttle weapon, no. But it is absolutely not compatible with Vanilla, period. Just how it is; the method used breaks the Vanilla FleetEncounterDialog's assumptions used when (ironically) setting up the Boarding mini-game (which went bye-bye in Vacuum; all boarding happens just like it does with Asteroid encounters now- bring Marines).
By the way, I have an issue, I can`t get the mod to work, the mod keeps glitching! When I try to set it up it keeps glitching, not giving me time to get it loaded. It folded after I attempted to get it to load. It wasn`t on long enough for me to look at the enemies unfortunately. Could you help?Was that directed to me? If so, probably you hit the memory limits that have been a problem for a lot of users in the past. That's largely going away with this release :)
Thanks in advance,
...
1. New AIs for auto-aimed turrets, missiles, and ships, with many fairly-well-documented bits of code of interest to modders. Many improvements over various areas of Vanilla in regards to Vacuum's special rules and balance.
2. Substantial improvements to the performance of fighters and drones; various small speedups to combat performance.
3. Major memory improvements for all scales of play.
4. Rewrite of Fleet Encounters, incorporating diplomatic results, standardized capture mechanics and a shorter playthrough.
....
27104 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.K.show(Unknown Source)
at com.fs.starfarer.campaign.A.showInteractionDialog(Unknown Source)
at data.scripts.world.systems.UniversalSpawnPoint.advance(UniversalSpawnPoint.java:132)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.D.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
10 minutes later, still not dead from sitting still in the middle of a base attack with a Death-Frog, the enemy base thing has all it's lasers on me and I'm fairly unaffected.I'm guessing Armor Regeneration is pretty broken.
Bored, restarting Vacuum.
Should have this set of nerfs done pretty soon. I *think* Armor Regeneration has been nerfed enough now; it's a flat bonus now, instead of a percentage, so it doesn't get so crazy with certain Hull Mod combos and character buffs.I have a picture in my post that shows the default Archer variant, which has Heavy Armor, Neutronium Plating, and Armor Regeneration. It's in the spoiler.
Going to do the same thing with Automated Repair, although there it's a little less OP until Hull values / damage taken gets really insane with character bonuses (since all that stacks).
WOW, I was hit 3 times by a Sword Fish, and now I'm dead. WTF is that thing packing?!!?!Neutron Cannon, heh.
A nuke sneaking up on me? Maybe, I was zoomed out a bit so I may not have seen it.That's my best guess; it's about the only thing other than a Heavy Plasma Cannon / Slammer that could one-hit a Death Frog. It definitely wasn't 1000 Energy damage; that would just scuff the paint.
I forgot to mention at the time I had level 10 construction - giving me +50% armour.Yeah, well, that was when the effect scaled with armor. Now it's flat per hull size, which makes it slightly less difficult to buff / nerf. The Death Frog is very, very tough, but it's certainly not invulnerable now. I'm not 100% sure it's all balanced right, by any means, but it looks a lot better.
Oh, and when do you get to board ships from encounters? I haven't had one yet. I don't think in a single encounter I've received a single ship since playing 0.9 (last build I played was 0.7)
I understand, what your shaman can possibility enlarge weapon energy, 20-30 points. On that end, I mastered 35 points to violate compels that energy gets frost-bitten each 100%.
What kind of patron do you take us for? I mean, I see that you've received a single ship since you played.
Maybe you could specify some further info about your board ships. I'm interested in hearing from you.
Possible bug, my ship was boarded (I believe) and my screen position was sent a few thousand SU NE of the battle, but I cannot transfer with my command shuttle to the other active battle participant.Ergh, that's due to how boarding works; technically, the "boarded" ship is moved, cloned and then destroyed. Will see if there's any way around that.
1. 'Armor Analysis' vs. 'Energy Pump': The former gives 2x multipliers to both ballistic/missile/energy weapons and beam-based weaponry (thus 4x multiplier for some weapons?), so unless those three categories don't stack with beams for damage purposes, the latter hullmod (3x boost to beam weaponry only) seems... questionable.Energy Pump has a real point on ships using High Energy Focus or on ships focusing on short-range beam PD or Frigates armed with relatively short-ranged, high-damage beam weapons (Scythus et al). I don't think they're redundant, it's just that Energy Pump is much more specialized.
2. The 'Heavy Armor', 'Blast Doors', and 'Reinforced Bulkheads' hullmods: are those intentionally providing increased armor/hull damage reduction, in addition to the increases to their respective numerical stats? Why not a further increase to the armor/hull stat multipliers instead? Something to do with the critical hit system? Or something else?Basically, these have some reductions in them that make them a bit more attractive; raw numbers (i.e., merely adding on more hitpoints / armor points) are a lot less effective, especially given the changes to Automated Repair Unit. In the case of Blast Doors, it makes that Hull Mod quite attractive for what it does, which it previously wasn't.
3. 'Stabilized Shields' is missing the 'ship.getShield() != null' parameter for 'isApplicableToShip(ShipAPI ship)'... which allows it to be equipped on ships without shields, or with a phase cloak.IIRC I did that because it provides a little bit of Hard Flux drain. Kind of pointless now, I agree. Fixed.
4. 'Front Shield Emitter' has a seemingly inexplicable flat +0.25f modifier to shield damage taken in addition to its 50% shield DR factor... I'm at a loss as to rationalizing that odd modifier.Basically, this is a smallish penalty for conversion, instead of getting the full conversion benefits of a fixed-forward shield. All fixed-forward shields are twice as efficient as Omni shields, and I wanted a little penalty in here for conversion to make it a little less attractive. The bonus with Hardened Shields is supposed to stack with that.
1. Both the 'Strike' variant of the Hyperion and the Cleaver (no variant name, assumed 'Standard') have both 'Armor Regeneration' and 'Neutronium Plating'.Thanks for catching that :) Fixed.
2. Do both variants of the Tempest really need to mount 'Front Shield Emitter', 'Hardened Shields' and 'Stabilized Shields' simultaneously (multiplicative 75% + 50% + 20% shield DR)?I don't think that the second Variant is actually used anywhere. What I really ought to do is change the names of all of the Vanilla Hulls, so that they're no longer showing Variants that aren't ever really used...
I don't know if I'm doing something wrong, but playing as the indies it's very, very hard.Some Factions are harder than others, but bear in mind:
I finally won the game on Jan 8, 206! All I had to do was wait long enough for everyone to kill my enemies.Yeah, you'll have that happen right now. In the future, that's going to change; Alpha and all that.
I only have time to go with one mod at a time, can anyone who has played this and Ironclad point out the differences in each? Pros cons? Thanks!They're totally different experiences. Ironclads is basically a very complete TC in the traditional sense, with a very different universe. It's low on programmer gameplay stuff, but is really high on content and flair. It's also Nintendo-hard to start out :)
Ok, I may just have found a bug...a good kind of bug. The Hegemony of Man Asteroid Miners - I can board their Valkyrie ships again...and again....and again...and again. After the battle is over they still exist in their fleet, but I have a copy of them in my fleet...hm. Asteroid Miner milking1Very weird, but it sounds like they're somehow invulnerable to the boarding effect. Probably a mismatch in their Variant name or something. Will take a look at that.
Also working on repair and re-arming drones that will seek out friendly ships that need repairs and repair them.
oh another balance problem example: entering a "mining random encounter" with my size 15 or so fleet, and setting to "full retreat". unpausing and all my ships are dead within 10 seconds of the encounter start.That's a tactics problem, not a balance problem; why aren't you sending in one ship to scout before committing to a random encounter? There aren't any rules that say you can't commit one fighter Wing and see what's up before deciding to send in the rest of the fleet.
What do the spore weapons do by the way? Haven't used them yet.They damage several random armor plates. If they hit an armor square with a value of zero, they start doing damage to hitpoints as well. They're pretty useless is you've put Armor Regeneration on your ships, but they're quite nasty if you're equipped Neutronium Plating.
Quoteoh another balance problem example: entering a "mining random encounter" with my size 15 or so fleet, and setting to "full retreat". unpausing and all my ships are dead within 10 seconds of the encounter start.That's a tactics problem, not a balance problem; why aren't you sending in one ship to scout before committing to a random encounter? There aren't any rules that say you can't commit one fighter Wing and see what's up before deciding to send in the rest of the fleet.
Not sure why but when I scroll up and down my fleet screen, my frame rate drops.Hrmm; that sounds like maybe a driver-related issue or an engine bug. Definitely report that one to Alex in Bug Reports.
Also I was doing a station take over battle and when I released all my fighter wings (about 20) my framerates went down to about 1 fps and was unplayable.If the AI Admiral also released all of the fighters they have at the start (which it does pretty frequently) then something like 200 fighters were probably on the battlefield. That's pushing the limits of what CPUs can handle, even with the optimizations in Vacuum.
8) there's some nuke missile? it sometimes spawns on tiny pirate fleets and will instant-kill multiple shipsJust a quick note - those are probably Reaper torpedoes. I think they do 60k damage? Bring some good point defense.
Did you limit the screen cap affinity to the core that SS isn't using, though?
Yeah, the AI doesn't really care much about borders any more. Honestly, I wish the battlefields didn't have borders (or at least weren't limited to 60,000^2 SU).So many builds in just a couple of days.
Anyhow... build 16 is now available: fixes the absurd CR levels of captured things.
So many builds in just a couple of days.Well, but trivial builds; the only important one this week was 13. This is just balance-pass stuff, or "oops I forgot to test X". I tend to do that a lot, and I like fixing it before I forget about it; it beats setting down long bug lists that I never actually fix.
There is a big difficulty limit between the hedgmon tech miners to the assault fleet...I might as well play it. Maybe some more intermediary fleet sizes?Assault fleets are, short of the Station fleets, the biggest in the mod right now. Attack, Defense and Privateer fleets are considerably more bite-sized, but are a big step up from Mining / Tech fleets.
First of all I would like to say awesome mod...Im hooked and Im just scratching the surface of what can be an infinite bit of re-playability. Im having just one issue and this may just be a configuration issue on my end. I am unable to see the makeup of any fleet but my own while flying around space. I can see their engine burn and the slots available but no ship models. Anyone encountered this? Right now im taking on fleets based on size and hoping I get lucky :) There has been some rude awakenings in the process :)That's intentional.
Boarding transporter? You mean you're going to be able to 'teleport' type thing marines directly onboard another ship?Yup, Star Trek style "transporters"; low range, high Flux, only works on Hulks, but has an excellent chance of capturing the Hulk per second. Building this kind of thing pretty much means that any ship you want to be able to board stuff can do so by giving up a weapon slot.
Or are you planning on having a dedicated ship that launches the boarding ships?That's technically possible (again) now that the stuff that broke the Swift Launcher is un-broken again.
I'll look at doing another stream tomorrow with the latest build, any advice you have on showing the various aspects of Vacuum would be appreciatedCool; I learned a lot from reviewing that, just in terms of how people play it out, heh.
I'm running this on 8 cores @ 2.30 GHz, so I believe that my CPU is a bit past on the edge.SS only uses one core during gameplay, so while your total (theoretical) speed if all 8 cores are running is somewhat faster... in reality, my core's 30% faster.
-EDIT- also, I'd like to have clarification if this mod needs any other mods activated (Lazylib, etc.).No, and in fact, that could possibly cause serious issues. LazyLib is built in and is kept up to date.
The fleets not showing is a caused by a feature that allows the game to save ram by randomly generating fleets when you encounter them insead of storing them.
2069510 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/backgrounds/background5.jpg into existing tex id 327
2069933 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.starfarer.util.ReplaceableSprite.class.int(Unknown Source)
at com.fs.starfarer.campaign.BackgroundAndStars.ØO0000(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
at com.fs.starfarer.campaign.A.ØØ0000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Am currently entirely incapable of getting started. I repeatedly get slaughtered by asteroid fleets, and cannot get enough resources to afford any extra ships to avoid that.
In most cases, you die in seconds without any time to react, with a handful of exceptions.
I was able to win a handful of fights, enough to level up once, while I still had a starter fleet of a few ships. Then, I hit an asteroid fight which killed off all my ships, and the new ship was still unable to win any fights.
I am unable to mine enough Germanium to accomplish anything, mainly due to my keep losing any money I might have gathered, or any ships. Unlike vanilla, there are also no mini-fleets available for me to fight which do not slaughter me as well.
I ran into the same problem when I tried this mod last year, and quickly lost interest. Mining asteroids just seemed suicidal at the start of a new game. Huge pirate armadas would camp almost every one of them. And without smaller fleets to take on, there was no realistic way to make money.
This mod (and Starsector to a lesser extent) could really use some kind of difficulty scaling system.
package data.scripts.plugins;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.combat.*;
import com.fs.starfarer.api.util.IntervalUtil;
import java.awt.*;
/*
to be put on a weapon that will execute script on a ship
multiple weapons will increase the efficiency
*/
public class AbsorptionArmor implements EveryFrameWeaponEffectPlugin
{
//engine
private CombatEngineAPI engine= Global.getCombatEngine();
//////////////////////////////////////////////////////////////////////////////////////////////
//timers
private IntervalUtil fasttimer = new IntervalUtil(.1f, .11f);
private IntervalUtil slowtimer = new IntervalUtil(.15f, .16f);
//////////////////////////////////////////////////////////////////////////////////////////////
//main armor effect
float lastcycle=0;
@Override
public void advance(float v, CombatEngineAPI engineAPI, WeaponAPI weaponAPI)
{
//ship
ShipAPI ship;
ship=weaponAPI.getShip();
//////////////////////////////////////////////////////////////////////////////////////////////
//stats of system
float FluPerAPoint = 10; //how much 1 armor point is worth in terms of flux
//float ReBaArmRate = .005f; //how fast armor rebalanced max 1 for instant
float MaxFlux = .8f; //cap for this system being active
float RegenRate = .002f; //rate armor regenerates as a decimal
float activeRate = .005f; //how fast active armor balancer works
float MinHealthActive = .4f;//minimum health for active armor sharing
float weaponsizemult = 1f;
//weapon size multiplier
WeaponAPI.WeaponSize weapsize = weaponAPI.getSize();
if (weapsize.equals(WeaponAPI.WeaponSize.SMALL)) {weaponsizemult=.5f;}
if (weapsize.equals(WeaponAPI.WeaponSize.MEDIUM)){weaponsizemult=1f;}
if (weapsize.equals(WeaponAPI.WeaponSize.LARGE)) {weaponsizemult=2f;}
//////////////////////////////////////////////////////////////////////////////////////////////
//game is paused dont do anything //weapon is disabled ""
if (engine.isPaused() || weaponAPI.isDisabled())
{
return;
}
//////////////////////////////////////////////////////////////////////////////////////////////
//if(ship.getSystem().isActive()) optional link to ship system
{
//advance timers
slowtimer.advance(v);
fasttimer.advance(v);
//////////////////////////////////////////////////////////////////////////////////////////////
//main code
if (fasttimer.intervalElapsed())
{
//stuff that is used alot
ArmorGridAPI armorgrid = ship.getArmorGrid();
float armorrating = armorgrid.getArmorRating();
float MaxCell = armorgrid.getMaxArmorInCell();
//////////////////////////////////////////////////////////////////////////////////////////
//armor grid stats
int maxX = armorgrid.getLeftOf()+armorgrid.getRightOf();
int maxY = armorgrid.getAbove()+armorgrid.getBelow();
//////////////////////////////////////////////////////////////////////////////////////////
//avarage armor of ship hull
float armorcells = 0; //number of cells ship has
for (int X=0; X<maxX; X++){for (int Y=0; Y<maxY; Y++){armorcells++;}}
//float ReBalArmor = curarmor/armorcells;
//////////////////////////////////////////////////////////////////////////////////////////
//adjusted stats
float adjust = weaponsizemult*Math.min(125 / armorcells, 4); //max increase of rate (prevents 100x rate on small ship)
FluPerAPoint = 10; //how much 1 armor point is worth in terms of flux
//float ReBaArmRate = .005f; //how fast armor rebalanced max 1 for instant
MaxFlux = .8f; //cap for this system being active
RegenRate = .002f*adjust; //rate armor regenerates as a decimal
activeRate = .005f*adjust; //how fast active armor balancer works
MinHealthActive = .4f*adjust;//minimum health for active armor sharing
//////////////////////////////////////////////////////////////////////////////////////////
//basic armor state of ship
float curarmor = getTotalArmor(ship);
//float ArmLost = armorgrid.getArmorRating()-curarmor; //how much armor was damaged
//////////////////////////////////////////////////////////////////////////////////////////
//calculate regen rate based on flux (prevents cells from filling up sequentially at low flux)
float FluxRemaining = (ship.getFluxTracker().getMaxFlux()*MaxFlux) - ship.getFluxTracker().getCurrFlux();
//float FluxToRepairMax = ArmLost * FluPerAPoint;
float NormRepPerFrame = (MaxCell * RegenRate)
*((MaxFlux-ship.getFluxTracker().getFluxLevel())/MaxFlux);//aditional level of repair decrease
//float FluxToRepairNorm = NormRepPerFrame * FluPerAPoint * armorcells;
//float FluxForRep = (FluxToRepairMax < FluxToRepairNorm ? FluxToRepairMax : FluxToRepairNorm);
//easier, more accurate (compares the cost to repair in last cycle to amount of flux left)
if (lastcycle==0) {lastcycle=NormRepPerFrame*armorcells*FluPerAPoint;}
float FluxForRep = lastcycle;
float FluxToRepairNorm = lastcycle;
float RepRate = (FluxForRep<FluxRemaining ? NormRepPerFrame:NormRepPerFrame*(FluxRemaining/FluxToRepairNorm));
//////////////////////////////////////////////////////////////////////////////////////////
//armor manager
float next=0;
lastcycle=0; //clears lastcycle
//active cycle (needs to be separate)
for (int X=0; X<maxX; X++) //
{ //cycle through all armor cells on ship
for (int Y=0; Y<maxY; Y++) //
{
float cur = armorgrid.getArmorValue(X, Y); //health of current cell
//Active ReBalArmor
//mover armor from nearby cells to damaged ones
//can be tied to an if statement
{
//take armor of nearby healthy cells
float Forwardsum=0;
for (int Xa=(X==0? X:X-1); Xa<maxX && Xa>=0 && Xa<=X+1; Xa++)
{
for (int Ya=(Y==0? Y:Y-1); Ya<maxY && Ya>=0 && Ya<=Y+1; Ya++)
{
float cell = armorgrid.getArmorValue(Xa, Ya);
if (cell>cur && armorgrid.getArmorFraction(Xa, Ya)>MinHealthActive)
{
float diff = (cell - cur)*activeRate;
next = (cell-diff);
armorgrid.setArmorValue(Xa, Ya, next>0? next:0);
Forwardsum+=diff;
//ship.getFluxTracker().increaseFlux(diff*FluPerAPoint*.1f, true);
//uses 1/10th of the normal flux to move armor around (too costly in flux)
}
}
}
next = (cur + Forwardsum);
armorgrid.setArmorValue(X, Y, next<MaxCell? next:MaxCell); //add it to cell
}
}
}
/////////////////////////////////////////////////////////////////////////////////////
//passive cycle
for (int X=0; X<maxX; X++) //
{ //cycle through all armor cells on ship
for (int Y=0; Y<maxY; Y++) //
{
float cur = armorgrid.getArmorValue(X, Y); //health of current cell
//only do repair if cell health is more then 0 prevents immortal ship syndrome
if (cur>0)
{
//regen armor
if (cur<MaxCell)
{
next = cur + RepRate; //how much armor should be regenerated
armorgrid.setArmorValue(X, Y, next<MaxCell? next:MaxCell);
float fluxuse = (next - cur) * FluPerAPoint;
ship.getFluxTracker().increaseFlux(fluxuse, true);
lastcycle+=fluxuse;
}
}
}
}
/////////////////////////////////////////////////////////////////////////////////////
//test
if (slowtimer.intervalElapsed())
{
engine.addFloatingText(ship.getLocation(), "armorcells " + armorcells + " armorrating " + armorrating + " curentarmor " + curarmor +" MaxCell "+ MaxCell +" waeposizemult "+weaponsizemult, 20f, Color.RED, ship, 1f, .5f);
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
//gets total armor of a ship
public static float getTotalArmor(ShipAPI ship)
{
ArmorGridAPI armorgrid = ship.getArmorGrid();
float sum=0;
int maxX = armorgrid.getLeftOf()+armorgrid.getRightOf();
int maxY = armorgrid.getAbove()+armorgrid.getBelow();
for (int X=0; X<maxX; X++)
{
for (int Y=0; Y<maxY; Y++)
{
sum += armorgrid.getArmorValue(X, Y);
}
}
return sum;
}
}
why are you using blanket armor regen?Well, it's pretty much meant to be a powerful buff, in that sense; if it only regenerated when you have "live" armor blocks around it, then the Glaug are pretty well nerfed to oblivion again; all you have to do is breach their armor once, and then just keep pounding away at that sector of their armor, and it's all just pure Hull damage after that.
Still need to have the ability to have your re-spawn fleet have targets, and recover, instead of relying on either winning each battle thoroughly, or else save-skumming.Er, you mean, when you've lost your initial fleet, you want to get all your stuff back, including your "buddy"? I suppose that's possible; tbh, I figured just giving starting players a more powerful starter fleet if they want "easy mode" would solve the problem just as well.
It's a little involved. Don't have the code in front of me, but each armor "cell" has roughly 1/8th of the armor rating worth of hitpoints. Damage reduction is based on a contribution from nearby cells - not just adjacent, a bit farther than that, though the farther off cells contibute less. What armor rating means is how much damage to armor you need to do (after reducton), shooting at a single point, before any damage at all gets through to the hull.So the amount of reduction from all of the other cells must reduce the damage below the regen rate.
The actual formula is:
actual damage = base damage * base damage / (armor value + base damage)
The actual damage is then applied to armor cells contributing to the armor value, so subsequent hits to the same spot do more damage.
So a hit for 200 points of damage vs armor 200 will be reduced by 50%, and apply 100 points of damage to the armor. The next 200 point hit to the same cell will be reduced by 33% - 200 * 200 / (200 + 100).
So clearly I need to debuff it based on the number of armor cellsthis is why my damage regen code did not rebuild destroyed cells instantly
package data.scripts.plugins;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.combat.*;
import com.fs.starfarer.api.util.IntervalUtil;
import java.awt.*;
/*
to be put on a weapon that will execute script on a ship
multiple weapons will increase the efficiency
*/
public class AbsorptionArmor implements EveryFrameWeaponEffectPlugin
{
//engine
private CombatEngineAPI engine= Global.getCombatEngine();
//////////////////////////////////////////////////////////////////////////////////////////////
//timers
private IntervalUtil fasttimer = new IntervalUtil(.1f, .11f);
private IntervalUtil slowtimer = new IntervalUtil(.15f, .16f);
//////////////////////////////////////////////////////////////////////////////////////////////
//main armor effect
float lastcycle=0;
@Override
public void advance(float v, CombatEngineAPI engineAPI, WeaponAPI weaponAPI)
{
//ship
ShipAPI ship;
ship=weaponAPI.getShip();
//////////////////////////////////////////////////////////////////////////////////////////////
//stats of system
float FluPerAPoint = 10; //how much 1 armor point is worth in terms of flux
//float ReBaArmRate = .005f; //how fast armor rebalanced max 1 for instant
float MaxFlux = .8f; //cap for this system being active
float RegenRate = .002f; //rate armor regenerates as a decimal
float activeRate = .005f; //how fast active armor balancer works
float MinHealthActive = .4f;//minimum health for active armor sharing
float weaponsizemult = 1f;
//weapon size multiplier
WeaponAPI.WeaponSize weapsize = weaponAPI.getSize();
if (weapsize.equals(WeaponAPI.WeaponSize.SMALL)) {weaponsizemult=.5f;}
if (weapsize.equals(WeaponAPI.WeaponSize.MEDIUM)){weaponsizemult=1f;}
if (weapsize.equals(WeaponAPI.WeaponSize.LARGE)) {weaponsizemult=2f;}
//////////////////////////////////////////////////////////////////////////////////////////////
//game is paused dont do anything //weapon is disabled ""
if (engine.isPaused() || weaponAPI.isDisabled())
{
return;
}
//////////////////////////////////////////////////////////////////////////////////////////////
//if(ship.getSystem().isActive()) optional link to ship system
{
//advance timers
slowtimer.advance(v);
fasttimer.advance(v);
//////////////////////////////////////////////////////////////////////////////////////////////
//main code
if (fasttimer.intervalElapsed())
{
//stuff that is used alot
ArmorGridAPI armorgrid = ship.getArmorGrid();
float armorrating = armorgrid.getArmorRating();
float MaxCell = armorgrid.getMaxArmorInCell();
//////////////////////////////////////////////////////////////////////////////////////////
//armor grid stats
int maxX = armorgrid.getLeftOf()+armorgrid.getRightOf();
int maxY = armorgrid.getAbove()+armorgrid.getBelow();
//////////////////////////////////////////////////////////////////////////////////////////
//avarage armor of ship hull
float armorcells = 0; //number of cells ship has
for (int X=0; X<maxX; X++){for (int Y=0; Y<maxY; Y++){armorcells++;}}
//float ReBalArmor = curarmor/armorcells;
//////////////////////////////////////////////////////////////////////////////////////////
//adjusted stats
float adjust = weaponsizemult*Math.min(125 / armorcells, 4); //max increase of rate (prevents 100x rate on small ship)
FluPerAPoint = 10; //how much 1 armor point is worth in terms of flux
//float ReBaArmRate = .005f; //how fast armor rebalanced max 1 for instant
MaxFlux = .8f; //cap for this system being active
RegenRate = .002f*adjust; //rate armor regenerates as a decimal
activeRate = .005f*adjust; //how fast active armor balancer works
MinHealthActive = .4f*adjust;//minimum health for active armor sharing
//////////////////////////////////////////////////////////////////////////////////////////
//basic armor state of ship
float curarmor = getTotalArmor(ship);
//float ArmLost = armorgrid.getArmorRating()-curarmor; //how much armor was damaged
//////////////////////////////////////////////////////////////////////////////////////////
//calculate regen rate based on flux (prevents cells from filling up sequentially at low flux)
float FluxRemaining = (ship.getFluxTracker().getMaxFlux()*MaxFlux) - ship.getFluxTracker().getCurrFlux();
//float FluxToRepairMax = ArmLost * FluPerAPoint;
float NormRepPerFrame = (MaxCell * RegenRate)
*((MaxFlux-ship.getFluxTracker().getFluxLevel())/MaxFlux);//aditional level of repair decrease
//float FluxToRepairNorm = NormRepPerFrame * FluPerAPoint * armorcells;
//float FluxForRep = (FluxToRepairMax < FluxToRepairNorm ? FluxToRepairMax : FluxToRepairNorm);
//easier, more accurate (compares the cost to repair in last cycle to amount of flux left)
if (lastcycle==0) {lastcycle=NormRepPerFrame*armorcells*FluPerAPoint;}
float FluxForRep = lastcycle;
float FluxToRepairNorm = lastcycle;
float RepRate = (FluxForRep<FluxRemaining ? NormRepPerFrame:NormRepPerFrame*(FluxRemaining/FluxToRepairNorm));
//////////////////////////////////////////////////////////////////////////////////////////
//armor manager
float next=0;
lastcycle=0; //clears lastcycle
//active cycle (needs to be separate)
//lets damaged cells take armor from nearby healthy cells
for (int X=0; X<maxX; X++) //
{ //cycle through all armor cells on ship
for (int Y=0; Y<maxY; Y++) //
{
float cur = armorgrid.getArmorValue(X, Y); //health of current cell
//Active ReBalArmor
//mover armor from nearby cells to damaged ones
//can be tied to an if statement
{
//take armor from nearby healthy cells
float Forwardsum=0;
for (int Xa=(X==0? X:X-1); Xa<maxX && Xa>=0 && Xa<=X+1; Xa++)
{
for (int Ya=(Y==0? Y:Y-1); Ya<maxY && Ya>=0 && Ya<=Y+1; Ya++)
{
float cell = armorgrid.getArmorValue(Xa, Ya);
if (cell>cur && armorgrid.getArmorFraction(Xa, Ya)>MinHealthActive)
{
float diff = (cell - cur)*activeRate;
next = (cell-diff);
armorgrid.setArmorValue(Xa, Ya, next>0? next:0);
cur+=diff;
//ship.getFluxTracker().increaseFlux(diff*FluPerAPoint*.1f, true);
//uses 1/10th of the normal flux to move armor around (too costly in flux)
}
}
}
next = cur;
armorgrid.setArmorValue(X, Y, next<MaxCell? next:MaxCell); //add it to cell
}
}
}
/////////////////////////////////////////////////////////////////////////////////////
//passive cycle
for (int X=0; X<maxX; X++) //
{ //cycle through all armor cells on ship
for (int Y=0; Y<maxY; Y++) //
{
float cur = armorgrid.getArmorValue(X, Y); //health of current cell
//only do repair if cell health is more then 0 prevents immortal ship syndrome
if (cur>0)
{
//regen armor
if (cur<MaxCell)
{
next = cur + (cur/MaxCell)*RepRate; //how much armor should be regenerated
armorgrid.setArmorValue(X, Y, next<MaxCell? next:MaxCell);
float fluxuse = (next - cur) * FluPerAPoint;
ship.getFluxTracker().increaseFlux(fluxuse, true);
lastcycle+=fluxuse;
}
}
}
}
/////////////////////////////////////////////////////////////////////////////////////
//test
if (slowtimer.intervalElapsed())
{
engine.addFloatingText(ship.getLocation(), "armorcells " + armorcells + " armorrating " + armorrating + " curentarmor " + curarmor +" MaxCell "+ MaxCell +" waeposizemult "+weaponsizemult, 20f, Color.RED, ship, 1f, .5f);
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
//gets total armor of a ship
public static float getTotalArmor(ShipAPI ship)
{
ArmorGridAPI armorgrid = ship.getArmorGrid();
float sum=0;
int maxX = armorgrid.getLeftOf()+armorgrid.getRightOf();
int maxY = armorgrid.getAbove()+armorgrid.getBelow();
for (int X=0; X<maxX; X++)
{
for (int Y=0; Y<maxY; Y++)
{
sum += armorgrid.getArmorValue(X, Y);
}
}
return sum;
}
}
Hey, I'm not sure if this is a bug or a feature, but I'm not able to see the ship types in other fleets, I only see there exhaust jets. Help?It's a feature.
(see attached)
Hey, I'm not sure if this is a bug or a feature, but I'm not able to see the ship types in other fleets, I only see there exhaust jets. Help?It's a feature.
(see attached)
- Initial fights are too messy, and not actually always fast-ending.More details about that would be helpful, as I look at how to re-tune the start of play :)
- I've found fighters as best starter, even with 1 flight deck in fleet they are almost immortal, have no supply consumption, need almost no crew and can be reused later on.That's getting changed to some degree in the next build :)
- Paragon always was die-hard due it's vast flux capacity, good damage/flux shield midifier and fortress system, but in this mod it's shield is not as good as always. I would say shields are useless to capital ships here because there is no such good shield hull mods as armor hull mods. So my paragon wear all posslible armor mods, forgot about it's shield and system and use all it's flux to lay waste to those who dare approach it with rarey loosing any hull integrity.It's just a different way to use the Paragon; I think it's going to be less attractive in the next build, though, as Armor Regeneration will be nerfed a lot.
-Fighter-launching large missile weapon. It has no sense because: only one fighter; recharges for ages; fighters are free on supplies and have very few deployment pont anyway. It might be a good idea to make it a fighter deck.Well, that one fighter has two HMGs, which gives it more firepower than practically any fighters, has stronger armor and shields, and doesn't cost any Deployment points at all. It also gradually reloads. A Dominator can launch 4 of them and still have fairly heavy weapons, making it a great mid-game harassment ship, as the fighters can knock down most ships' shields. Late-game, it's not as effective, but during the mid-game, the Prometheus is very effective, because it launches two of them and has a flight deck; with good armor and shields, the Prometheus is quite effective even into the early late-game (taking on Attack Fleets when trying to get Blueprints, for example).
More details about that would be helpful, as I look at how to re-tune the start of play :)I think there is 2 main reasons:
It's just a different way to use the Paragon; I think it's going to be less attractive in the next build, though, as Armor Regeneration will be nerfed a lot.Shield based Paragon can be tank, yet it is definetly is not something that "cannot be outlasted or outgunned". I think it needs some buffs because it is slow, requires alot of supply, crew, deployment points and it usually doesn't worth it.
PS: can you implement a way to get out of stuck in hostile system without fule issue?While I totally agree that your fix was awesome, honestly, I think that's a bug. I want to allow for "rescue" in those situations- a 10% chance / day that a "Good Samaritan" shows up and offers Fuel / Supplies for a steep price. I think that would be more newbie-friendly. IDK, I've had that happen exactly once while playtesting... and, like you, I rather enjoyed figuring out how to get out of the trap (didn't have any way to capture stuff, so I did a sacrifice play and moved one System over, found friendlies, the end). Maybe the best way is to have the "Good Samaritan" cost half your credits, so it's pretty painful at higher levels, especially when saving up for bases.
PPPS: neither adv optics or targeting system effect BEAM type weapons at allTargeting system should not, but Advanced Optics worked, last time I checked. I'll look at that.
1. The difficulty at the start is being addressed in the next build, along with a bunch of things to make the midgame/lategame harder (the difficulty ramp still goes the wrong way in the build you're playing, and gets easier fast).
7. In terms of "not blowing up"...
A. You've discovered that you can't go broke running away. So why not just run away every time you meet an Asteroid fleet, up until the point you think you can handle one? Totally legit, and it works.
I want lategame to require a combined-arms approach and keep the player really busy.
Anyhow, I hear you on the hard start; I don't find it all that hard, personally, but that's because I know all the ins and outs, obviously. I already have an EZ-Start mode built for the next build of the mod that should give people a much easier initial ride. Midgame / lategame is getting considerably harder, though, so that the ramp's no longer so lopsided.
quite hard to nuke
Maybe I'm missing something in this Mod, but it seems to me the vast majority of the ships I encounter are SOOO long ranged I can't even see them to hit them.Zoom out; the mod's designed to be played at maximum zoom. That said, getting hit from things that you cannot observe yet is pretty normal for the mod; ships with High Energy Focus can and will shoot you from distances where you can't even see them on the radar yet. Just part of the game, but you usually won't meet them until later in a game :)
i actualy like that beam boats have monster range in vaccum, but being able to zoom out more would bve nice... there must be some way to hack the zoom rangeWell, you can always switch to looking at your enemy instead, assuming you have one targetted.
That leaves you vulnerable to the enemy though, especially missiles.i actualy like that beam boats have monster range in vaccum, but being able to zoom out more would bve nice... there must be some way to hack the zoom rangeWell, you can always switch to looking at your enemy instead, assuming you have one targetted.
there must be some way to hack the zoom rangeSet devmode to true in settings.json (the one in starsector-core, not the mod one). Then zoom is unlimited. This is something Alex is going to address for mods in the next patch, too :)
The Pirate Kings have a new space-superiority fighter, the Claw:"IT'S CLAWING INTO MY HUUUUUUUULL!!!" :P
(http://www.wolfegames.com/TA_Section/pirate_claw.png)
After trying this mode for some hours, this is what the most time happened:Mining asteroids is perfectly fine for the Glaug, assuming you aren't entirely outnumbered.
Start the game -> listen to the guide -> mine asteroids -> ambush -> dead in under 5 seconds
Start the game -> mine asteroid -> ambush -> dead in under 5 seconds
Start the game -> mine asteriod -> ambush -> dead in under 5 seconds
Start the game -> mine asteriod -> ambush -> dead in under 5 seconds
Start the game -> mine asteriod -> ambush -> dead in under 30 seconds (run!)
Okay different way -> don't mine that !(§$&! asteroid -> kill pirates -> profit
Maybe the guide is a little bit wrong about how good asteroids are for starting money?
Wrote a very basic Admiral AI this evening.Obviously, it should deploy the carriers by themselves first so I can slaughter them. :P
Looks like the really tricky bit is going to be writing it to be "smart"; getting it to deploy stuff is straightforward, but getting it to deploy stuff that makes any sense is going to be a little harder :)
I need to write a stronger physics push for ships that go outside the boundsI can see it now...
The other issue that's apparent is money. Got a high-end fleet? It doesn't feel like you ever pay for it. There's a tipping point where if you capture enough capital ships, you're looking at a cool million for a battle and with enough super-heavies, you can do it without losses. Supplies are irrelevant; even with thousands of crew, you're looking at a drain of "only" 20-30 day, which just doesn't matter at all. So I think I need to put crew pay back in, like the Exerelin builds where paying for a planet-crushing fleet was a large part of the game. I could do it via Supply drains, but I just don't like that very much; too much potential for fun-wreaking situations.
Set up Boss Runs for station battles, just to give them a bit more oomph.That thing is looks like it'll either be a really big, easy target to hit, or a very dangerous target to hit.
Oh, and this might make it:
(http://www.wolfegames.com/TA_Section/zorg_boss.png)
You ever have one of those days where you're like, "Yeah, I'm good"?
This is definitely one of mine. I figure LazyWizard might find this intriguing, heh:
(http://www.wolfegames.com/TA_Section/ss_ai_optimizations01.png)
EDIT: Actually I was thinking about the sound system, that occurs in another thread anyway so the entire load should be able to be balanced on one whole other core in a multi-core CPU system - so in theory shouldn't put a burden on the framerate...in theory.There is communications load between threads and all that, so not necessarily. That said, I think it was an anomalous result from that profiling run, but IDK right now and either way, I can't really do anything about it.
Also when in space I can't see enemy ships, just thrusters of them and their rank. BUT I am able to see my own ships.That's on purpose, both to save memory and to make it so that players can't know fleet compositions in advance.
997812 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: Fleet id [AttackFleet] not found for faction [neutral]
java.lang.RuntimeException: Fleet id [AttackFleet] not found for faction [neutral]
at com.fs.starfarer.loading.oOoO.?0000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.plugins.AdmiralAI.VacuumBasicAdmiralAI.bossFight(VacuumBasicAdmiralAI.java:49)
at data.scripts.plugins.AdmiralAI.VacuumBasicAdmiralAI.advance(VacuumBasicAdmiralAI.java:288)
at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
idk exactly what happened, but me and the whole enemy fleet teleported to the lower left corner of the mapThat's a bit of a puzzling issue with the engine atm; it has to do with manually setting the positions of entities.
(did you leave some of your test code in or something? Tongue)
MOAR BUG!!!Oh, snap! I know exactly what that is and how to fix it (darn u, last-second features), but it's going to be about 3-4 hours before I am in front of the code again. A fixed build will go up ASAP.
(i finaly managed to deplete the enemy missile frig of its emp nukes at this point, and was going in for the kill)
this is 2 seconds into asterid battle (also i dont even have those ships... or any ships other then my trusty lasher : "Mr.Tanky")Not a bug; those are wrecks scattered on that battlefield. That said, they should not be on the smaller battlefields, that's too much like giving free cash to players. Will fix.
When I try to equip something on the medium weapons slot on the Monitor class whatever i tried to put on disappears and I cannot get them back or use them.Weird. Prolly something funky about the turrets but IDK what; will have to look over the .hull file and see what's wrong with it.
24785 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - org.json.JSONException: JSONObject["enemyMissileColor"] not found.
org.json.JSONException: JSONObject["enemyMissileColor"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getJSONArray(JSONObject.java:482)
at data.scripts.plugins.CombatRadarPlugin.reloadSettings(CombatRadarPlugin.java:130)
at data.scripts.VacuumModPlugin.onApplicationLoad(VacuumModPlugin.java:385)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Build 21 is now available.
Fixes crash when player has lost all ships in their fleet.
Should not require a restart.
Yeah, and without spending time looking at a diff, I have no idea what was changed by whom and when. I'll ask LazyWizard when I get a chance, probably it's something pretty simple.
Thought I would add some strange game play feedback I've seen now I've spent some time with this great big new build...On the carriers (and civilian ships, for that matter) it's a bit of a quandary; I'm trying to avoid them always attempting to escape from players, but they need to be somewhere fairly safe, so that they don't get taken out right away. The "back of the map" approach is a pretty artificial way to get it done, though, I agree, especially on the bigger maps.
.... I'll get that done and then it's probably time to release it and make sure there aren't any other bugs while I get the Boss done :)
Actually, you can see them in the Missions; there are a couple that have Boarding Shuttles in them.Heh. Mook Beam.
But it mainly matters in the campaign; boarding is a one of the easiest ways to make a bunch of money :)
There's another boarding technology coming- the Transporter Ray- if I can ever get around to finishing it. It didn't make the last major build, because I didn't feel it was polished enough yet, but it'll probably make it over the next month or so.
My capital ships that have things like mega beams and heavy plasma cannons will not fire them, ever.Odd. Just the capitals? And did you put their weapon slots on Autofire?
Also, how on EARTH do you take a station?It can be done a variety of ways; rest assured that I tested that quite a lot. With 7 capitals, I'm really surprised you're having serious problems, tbh, unless they just aren't configured right.
...and enough Marines that you can launch a bunch of Boarding Shuttles to pick up dead enemy ships. Put your carriers somewhere fairly safe- I usually give them an escort as well. I made over a million credits with captures on one such mission, simply by collecting a brace of dead Onslaughts.
The Gunnery Implant skill gives +3% damage to all ships, while the Weapon boost in the Combat tree is +2% to the pilot only. Not sure if that is intentional, seems wrong.That's meant to be that way; Weapon Specialization's level-10 perk makes up for less DPS. Total DPS boost for high-level character is 150% just with those two buffs, but fleet DPS is more important in the long run... seems legit to me.
..There is quite a bit of that kind of stuff still to be done but the FX overhaul is coming along.
When running Vacuum I can't see the ships in other fleets, just the burn of their engines. Also they don't appear when I mouse over the fleet. Is this meant to happen and if not how do I fix it?It's a feature.
They worship the great god Recyclerbot, whose DRM is sacred, and their goal is to increase Recyclerbot's mana by giving the god all of the heathen planets to clean up.
Given that Recyclerbots are 1000-ton track-driven vehicles that were originally designed to roam around a toxic waste dump and reduce all of the contents to their constituent atoms or clean, stable oxides... well, let's just say that there isn't much left of Man's presence after the Gaians take over a planet.
For example, they'll drain opponents' Flux to power their own weapons, "eat" their attacks to provide powerful burst attacks that affect wide areas, use sneaky teleportation techniques and disable their opponents' weapons and engines so that they can take you out at their leisure.
Heh, everyone loves giant land ships.Spoiler(http://fc08.deviantart.net/fs70/f/2010/323/e/4/bolo___we_are_already_in_hell_by_shimmering_sword-d336pwn.jpg)[close]
Eh, make me want a GroundSector total conversion, i wonder if i could sprite some Hegemony tanks...I made some code in that direction, but, short of Alex spending a lot of time with me on engine issues, I don't think it can be done at a reasonable level of polish. I really would like to do a Car Wars-like game with this engine, I had most of the issues of mixing up movement types figured out, other than developing a pathfinder... but we're basically talking about a different game at that point, not just a mod.
Also, in the grimdarkness of the far future, there is only Greenpeace's space lolis.Heh.
Very curious about this idea of draining the opponent flux to power their weapons, not sure draining that Paragon hardflux is going to be a very good idea in battle...Well, look at it this way; if they have weapons that need lots of Flux to operate, to do horrible, horrible things to the unbelievers... they gotta get the Flux somehow, amirite?
1. i get into battle and all my ships is desteroyed,If your ships get destroyed, it's going to be expensive to repair them, but less expensive than replacing them entirely. That's normal. That said, the repair-over-time feature is coming back, in a modified way, in the next build of the mod. For now, you can only repair at Stations, so be sure to Retreat if you're in trouble :)
after leaving the battle, the auto repair just wont work and if i want to repair my ships at station its so oh my god expensive,
i had 3 early start frigate and its took about 10.000 unit supplies to repair them, is it normal or...?
also after all my 3 ship, the fleet screen always say that my ships is undercrew, i try to mothball 1 of my ships, still undercrew, mothball another one, and it just wont change, soo... what do i have to do then?This is a weird bug / issue with the Fleet screen; if you repair all your ships or change their loadouts in the Refit room, it'll go away. I'll add that to the things to look at for the next build, though; not quite sure what causes that to happen and I'm fairly certain it doesn't actually lower the CR values for the ships even when it does, but it's confusing and will get fixed.
On ships being disabled, and I think on destruction, they get the "extended deployment degradation" message.That's on ships being captured; the only way to avoid that message is to set their CR to high enough levels that they will not have Malfunctions, or disable the Malfunction system (which, surprisingly, Alex exposed in the CR Plugin enough that I could do that). Kind of a double-edged sword.
Shield piercing, bypass, or conducted weapons (not sure how exactly those are set up or classified) seem a bit bizzare in mechanics.They all have special mechanics; it's part of what makes them unique. I'd like to describe them better in the flavor texts, but there is so little room that I can only put that stuff in the parts nobody reads unless they go to the Codex. I may do that, just so it's there, though; a lot of these mechanics have been around long enough that I won't be changing them.
Nice, next build is going to be sweet ;D
1. How do you actually join a faction and fight for them?Hmm. I may have to change the text description here a bit, to make it clear how play works.
2. Is there a journal anywhere which keeps track of which systems have which factions and what stations a faction controls? And that also keeps track of all the alliances and enemies a faction has?Not yet. The faction relationships are static, in terms of who's allied with whom and all that; they don't change over time atm.
3. Is there a repository of all the ships of a faction?No; the Codex doesn't allow for sorting by Faction, and the huge number of ships in the mod, and the relatively frequency of change makes building some static Thing here on the Forums pretty un-attractive.
I can't believe I kept rejecting the idea of putting melters on medium energy slots, because they were small weapons. I mean, what was I thinking?Yeah. Although I often go Graviton Beam instead, personally; Melters tend to vaporize ships I could be capturing, heh.
Oh, and what do they do anyway?Basically, at the start of combat, it looks at the percentages of Crew, so the ratio of Crew types is important, if you're wanting to max out a bonus. So if you have 25 of each type, you're going to get 25% of the maximum bonus for each category.
Is it possible to remove the +CR$ on crew members, and tell us exactly what they do?I don't think so; I'm afraid that's hard-coded into the UI. Unfortunately, while the assumptions behind Crew were surprisingly flexible, getting the UI to do anything useful at all was a bit tricky, and some of it's hard-coded.
Neutron Armor tooltip fails to mention doubled armor.Fixed.
Also, those heavy armor boosters should, in my opinion, give an extra, say, 200/tier extra armor on top, or something. So that ships with excessively crappy armor can get some. Possibly the same for shield core removal.That sounds reasonable, although it'll probably take some balance. I've set it for +400 armor if Neutronium, Heavy and Core Removal are all taken, which seems reasonable as a starting place, as that puts weak-kneed Frigates in the running, but doesn't push any of the heavies into godlike power ranges. The one exception to this is Armor Regeneration; it's enough of a buff all by itself, and with Heavy / Core, it's already very powerful.
Repulsor tooltip is missing.Fixed.
Swift Launcher tooltip seems incorrect. It has the ability to shoot once every three and a half minutes, rather than being a real one-shot. Still, it is one-shot for all practical purposes.Fixed.
I would like to see all missiles get a minor ammo regeneration rate, to imply slow missile reloading. possibly faster from, I think, engineers or Gunners. Also faster with extended missiles racks. Generally, regain at around 20% of the normal rate of fire, unless a massacre class. (launch 50+ missiles in 2 seconds)I've thought about doing this via a fairly-expensive Hull Mod, but I have serious reservations. Basically, it makes Phase Cloak ships with Reapers able to one-shot practically any fleet atm, in player hands, if they can get more missiles; just stay cloaked, wait for the reload, then nuke your foes. If you're really wanting to abuse it, you could even fire a full load, cloak and then go make yourself a sandwich and repeat indefinitely (it'd be a bit hard on your diet though, lol).
Spore weapons need a better description.I ran into problems with the string lengths available for weapons there, which is becoming a bit of a pet peeve as the weapons get more complex. If you read the Codex entry, it says, on the second paragraph:
The Heavy Bolter probably should do explosive damage, assuming it is based on Warhammer 40k bolters.While I'm glad the joke was gotten, they've been Kinetic for, like, ever, and I love 'em, mechanically- they're one of the nastiest weapons you can put on a Medium slot :)
Small Pilum has no descriptionOops, missed that one. Fixed.
Harpoon single has 30 shots. Should be Harpoon (Small) I think. Well, unless that refers to Pod count, each pod containing many missiles.That's sounding more consistent. I think I also will adjust the ammo counts, so that each one gets 30 bursts; the Pods and the standard MRM were only getting 20 vs. the Small.
Escape scenero is still broken. Enemys spawn from the topOops. That's what I get for never Escaping. Fixed, finally.
What causes enemy ships to explode instantly on death rather than being hulked? Impulse damage on death is my guess.That's random; basically, the smaller the ship, the more likely it explodes; Hulks also can explode randomly over time. If you want to capture stuff, you have to hurry. Also, watch out for capship explosions; if you don't have shields up, you may get blown up.
There is this fighter sided frigate which is a pain most of the time. Only able to kill the bastard with excessive missiles most of the time, since it has a few thousand armor points.I need a name for that one, if I'm going to nerf it :)
I can't seem to look up what my previous bounty job was or the location. How do I do that if possible?Not possible atm. I will think about adding that.
Collector class custom frigate lacks a description.Fixed. Weird, I must have erased them when I put the Gaian descriptions in.
my boom-class frigate's AI seems to have died. It keeps going to the far left or right of the map and refuses to engage or follow orders.That's weird. Which AI did you install? I know there's a bug in the Brawler AI atm, regarding following another ship (basically, it's colliding all the time); going to fix that before I put out a patch. Also found a minor bug in the Sniper AI with the same behaviors, but it was really minor.
Well, I am pretty sure it had no AI.It shouldn't ever have no AI at all, ever. Probably it was a buggy behavior; if you were using a custom AI, I need to know which one, if not, it's something in the basic Frigate AI that I should check out. And yes, AIs are mutually exclusive, period.
The AIs exclude each other, right? If not, they might screw each other up badly.
My starting base just got blown up as soon as I unpaused. As in, it got destroyed instantly.Yeah, that can happen. That doesn't mean that your Faction's wiped out; it just means it no longer has a base in Corvus. That's more-or-less on purpose; the Sector's a dynamic place, and stuff is going to happen. Just how it goes.
No AI as in no AI hull mod.OK. I haven't seen the standard Frigate AI ever do that, so IDK, it's probably just one of those things, if it didn't have something really special going on, like maybe it was given Retreat orders or whatever.
No assault drone description.Fixed. Apparently I did that twice, with practically all the Drones, and SS doesn't like that.
Wage payment of 3977.87 credits.Fixed, I think.
Engaging a fleeing fleet still gives normal engagement text until battle starts.Fixed; also, added a Leave option if they aren't willing to fight, so that you don't have to take a Reputation hit.
What do you consider a low-end system as you described it in the first post?No, that's a much better system than what I'm developing this on, actually, unless you've got really slow CPU cores; I'm developing this on a quad-core where each core is 3GHz.
In short Ive also got about 2gb of video memory and 8gb of RAM.
The minifrigate I have a problem with is the swift.Yeah, it's balanced so that it's roughly like fighting a small Wing, i.e. a pain in the butt on the low end, but not much of an issue on the high end.
2k armor, neutronium plating. Admittedly now that I have properly high tier weapons, its not nearly so much of a problem.
Neutron armor tooltip has +0 flat bonus in tooltip.Fixed.
Typhoon reaper launcher tooltip states 5 missiles but has 10 missiles.Fixed.
I seem to have captured a mini-tanker ship in the simulation, and hence captured one in real life. Somehow, I ended up with two of them.Whoops; it wasn't catching that mini-bug; it thought it was in the campaign. Fixed, I think; need to test that one out first.
Crew bonuses dont always show up in combat.Yeah, I've noticed. That UI is weird and the way it's cycling through the data it reports to players is strange; I'll take a look at it again, see if I can sort it out.
Ball Lightning Description Missing,Fixed.
Thumper Description implies fragmentation damage.Fixed, also fixed up the names (darn u, "shredder").
Assault Chaingun Implies explosive damage.Fixed.
AI uses accelerated ammo feed without any ballistic weapons.Yeah, I hadn't written a specific AI for that one yet. Fixed.
Also, my mini-carrier failed to raise it's bubble shield + fortress shield and instantly died to a reaper.Well, the AIs should raise shields pretty much always; probably it failed to raise the Fortress Shield soon enough. That's going to happen sometimes, especially with Dachshunds, if you don't max out their Flux Capacity- the amount of Flux stored is what determines whether Fortress Shield gets used. You can, at the high end, get a Dachshund so buffed that it can take a single Reaper, though.
What are the effects of building a station?It gives you income and generates fleets, including Assault Forces and Colony Fleets, which can expand your empire.
What is the periodic Cash modification about?Oops. It's certainly supposed to work that way, lol. I must have introduced a bug on the last pass. Will check that out.
I thought it was you paying your crew, but it seems to be you getting money, not the other way around.
Is it me or do the Patton space tanks are indestructible.. My 2 frigates and 1 destroyer have been shooting one space tank for the past 10 mins and nothing is happening to the armor.. is this a bug.No, that just means you're using the wrong weapons to defeat them :)
do you know how continuous beam weapons are effected by armor?I think they do damage like everything else does, but it's divided by the amount of time that's elapsed. So they're just as effective against regular armor as anything else is, but they're very bad vs. Armor Regeneration until we're talking MegaBeam / HIL / Melter levels of DPS.
Sometimes, enemy fleets will claim to flee when they are chasing me, and vise versa.Yeah, that's because I'm overriding the Vanilla Fleet AI, which wants to run away. I can't actually make it change what it says there; all I can do is override the behavior (and only kind of, at that), unfortunately.
I Still think armor/health regeneration should run out, after, at absolute maxiumum, 10 times as much damage as health or armor is healed. It would not come up in most cases, unless you end up in a 20 minute long battle. But it will ensure that if surrounded and being wailed upon for a half hour, your armor repair potential will eventually give up and stop, followed by slow but eventual death.One idea for a way to make the mechanic a bit more forgiving was to make the healing cost a little bit of Hard Flux, and not allow it to operate while Venting, like shields. I'll test that and see if it works.
10 fold increase is enough that it won't show up in most situations. You can heal yourself from stripped armor around 10 times before actually taking permanent damage.
As for beam damage. I mean, If I have a beam weapon with a thousand DPS, then how much damage would a projectile weapon have to do to get the same split between hull and armor on impact.A beam that's rated for 1000 DPS vs. a shot that does 1000 damage will only do as much damage as that shot after one whole second. Beams are doing damage every frame, so damage is the raw damage * time between updates; i.e., each update, the beam's doing pretty low damage. Against Armor Regeneration, it works very heavily against the beam, power-wise, because while the beam's doing damage, the armor's regenerating, and is thus keeping its resistance high, which means the armor's taking less damage than it regenerates.
I seem to be having an issue with the Annihilator-Class Battleship from the Glaug. After purchasing, I obviously needed to get more crew.That's a weird issue with the Fleet screen; it happens in Vanilla as well. I think Alex fixed it for the next build of Star Sector. In Vacuum, simply exit that screen (go to Refit or whatever) and it'll fix itself.
That's a weird issue with the Fleet screen; it happens in Vanilla as well. I think Alex fixed it for the next build of Star Sector. In Vacuum, simply exit that screen (go to Refit or whatever) and it'll fix itself.Didn't work. Also, I went into combat and it registers as insufficient crew even in battle. I couldn't deploy it due to 0% CR. Whatever this is, it didn't fix when leaving the screen...
You didn't repair the CR at the Station before leaving?I can't repair the CR, it says my ships aren't in need of repair and yes, this is build 33. As for my save, Here it is: http://www.mediafire.com/download/5951gw9sw4ui8qb/save_Chris_355222499531913480.rar (http://www.mediafire.com/download/5951gw9sw4ui8qb/save_Chris_355222499531913480.rar). I hope it is the right file, I assume it is.
And I presume we're talking build 33 here?
If so, can you package up the save-game and post it here?
Your Annihilator's Mothballed, so it's not getting repaired :)Oh man, I feel so stupid! I completely forgot i had it mothballed when I went to repair it! *facepalm* Well, it worked, so thank you very much for your time. :) Also, been playing your mod for a bit and I must say, I am LOVING it! This is easily my new favorite! :D
NP, glad you're having fun terrorizing the universe with the Glaug, hehe :)I, myself, enjoy terrorizing universes. The Glaug make it more interesting and fun. :)
One Bounty mission later, look at my haul:Holy! I never figured out how to use the Boarding Teleporters to my advantage. However, I did plan on using them and now I definitely intend to! o.O
(http://www.wolfegames.com/TA_Section/and_this_is_why_u_buy_teleporters.png)
Anyhow, I've tested out the idea of making Armor Regeneration have a finite pool of hitpoints it can restore that, once depleted, can no longer be regenerated quickly (i.e., making it possible to kill Glaug even with cruddy Frigates... eventually). I need to test it a bit more, but I think it'll work. If so, new build time.Aww, there goes my plans for a massive invulnerable Glaug fleet. xD But seriously, looking forward to future releases and new things. :)
Where are crash logs kept?
do you plan on adding more ships for the already existing factions and/or more factions?Yes, I definitely do! The Glaug have been pretty slow to get new ships, because those are originals by me, rather than kitbashes, but I was going to do an assault carrier in the Cruiser / Destroyer range (they desperately need a small carrier) this week, using some new methods I'm looking at for doing original ship art.
Where are crash logs kept? I had a crash while in the middle of battle after updating to the new release. Not entirely sure what caused it, but I can only assume it had to do with the only mod I had installed. xDPlease let me know what you find- just copy-pasta the last bits of the log.
I have like 3 different logs, all of which are exceedingly long. I cannot tell which log it is, so I am going to try to recreate the crash after I delete all the current logs. I do have the Target Pip mod, but I didn't have it enabled when playing Vacuum. I only use Vacuum when playing it. As for the assault-style capital ship, yes speed over durability. Faster than normal, more fragile than normal and a mix between forward facing weapons. Maybe even a new weapon, or ship system, that draws the target closer to get more damage in with shorter range weaponry? It could be a built-in weapon, maybe one that is ship-specific and unobtainable through shops? Whatever you want, I just thought it sounded like a good idea for an assault capital. :)Quotedo you plan on adding more ships for the already existing factions and/or more factions?Yes, I definitely do! The Glaug have been pretty slow to get new ships, because those are originals by me, rather than kitbashes, but I was going to do an assault carrier in the Cruiser / Destroyer range (they desperately need a small carrier) this week, using some new methods I'm looking at for doing original ship art.
Anyhow, I can't promise you anything, but if the carrier experiment works out, I may very well do several new Glaug ships; what I'm going to try should shorten the production time a bit.
So, when you say "assault-style capital" what do you mean? Speed over durability?QuoteWhere are crash logs kept? I had a crash while in the middle of battle after updating to the new release. Not entirely sure what caused it, but I can only assume it had to do with the only mod I had installed. xDPlease let me know what you find- just copy-pasta the last bits of the log.
If the bug is with the Target Pip mod... yeah, it's buggy with Vacuum atm, dunno whether I'll fix it or not, but probably. I haven't ever tested with stuff like Omnifactory, tbh; I suspect it'd break five ways from Sunday, lol.
i get an error when i try play on vacuum, i have lazylib on and shaderlib but when its loading it quits and comes up with "Fatal: JSONObject["enableCaching"] not found. Check starsector.log for more info"
i would put the log but i cant find it.
i get an error when i try play on vacuum, i have lazylib on and shaderlib but when its loading it quits and comes up with "Fatal: JSONObject["enableCaching"] not found. Check starsector.log for more info"
i would put the log but i cant find it.
The Pincho freighter has a innate hull mod giving hull regeneration. It doesn't seem to regenerate armor, and cannot equip such. This seems like a bug, since those shouldnt be mutually exclusive.All of the Gaian ships regenerate, and can't take Armor Regeneration; they're mutually exclusive.
On the other hand, the hull does regenerate fast enough that it doesn't seem to be a big deal.
I just built my first station. On the first payday, it teleported into the sun....Orbitting the sun is actually OK, although you cannot do that on purpose; only Colony Fleets can create stations orbiting a sun. Anyhow, what must have happened there is that on pay day, an AI faction took over / destroyed your station, but your faction founded a new station via a Colony Fleet or took over an AI station on its own. I really shouldn't allow that routine to run in the system the player is in, it breaks continuity too much. Will fix that tonight :)
As in, it is now orbiting the planet's sun. I now realize that stations orbiting the sun cannot be intentional.
Do you have control over AI shields? If so, where in the code is that managed? I would like to look at it and see how it works.Of course; the AI has to manage everything. Anyhow, it's in a block that I really should port out of the AIs and to an include at some point, since it's redundant to every AI, but it starts with //SHIELD CONTROL.
How about something like an artillery drone of some sort? Something that can do some serious damage at long ranges before the mother ship gets into trouble.That might be cool; some sort of big drone that can hit things at long range, basically a mini-ship rather than a little AA drone- that might be cool. Will look at that idea, along with stuff like Drones that can use Systems, Drones that act like conventional fighters, etc. :)
The shield AI thing I was thinking was along the lines of catching fatal projectiles and overloading.It already does that, but it's hard to make it do it well, since right around when it's supposed to do that, it's also making the decision whether to Vent or not.
That is, If it detects a projectile that will deal 50% local armor, or 5% of the remaining hull, then it is worth overloading to block. Which will always trigger for a reaper, which is always worth overloading to block, since it tears though even the heaviest armor. Well, maybe not the heaviest...
On in-combat boarding, after battle report doesn't state that you captured any ships in the engagement.I'll see if I can add that. Should be possible :)
Boarding seems a bit too instant in combat.That's fixable, but a bit difficult, for a variety of reasons.
Payday. I suggest you get income from stations before paying the crew, not after.Why? I mean, unless you're doing it wrong, you shouldn't have any trouble making enough money to pay early-game crews, and your money never goes negative, so if you're broke, it's bad playing that's at fault, not that I'm being an overly-cruel game developer ;)
Played again. Managed to take down a massive fleet. Looted a high level ship. One of the asymetrical Tritachion ones, with two large turrets on one side, one on the other, and tons of lesser turrets around. Had two megabeams, tons of point defence beams, and high energy focus. Then a few battles later I issued a retreat (hadn't deployed everything since a few ships were critically damage) and the bug occured. Realized I hadn't saved, again. So I no longer have that awesome ship.Sorry about that bug; a new build fixing it probably will be out this week. Until then, if you're going to Retreat, deploy everything you've got beforehand. Anyhow, it's fixed now, but I'm in the middle of some larger stuff that's going to take a few days to complete, unfortunately, so I can't just offer a patch :)
It would fire a few times, and then get stuck at 50% flux, refusing to fire any more. It could fire manually still, but refused at that point. After venting it still refused to fire until I fired once manually, where it would then be willing to fire again, until the target died.That's working correctly, actually. What's happening is that there's a timer lockout that engages if the ship's Flux is high enough; eventually it will "cool down" and be able to fire again, but with something that uses as much Flux as a HPC, it's going to be a while. Probably it's a very long lockout timer on a HPC, due to the huge amount of Flux it costs per shot; I'll look at the timer function and put a max cap on it so that it's not unreasonable.
No idea what is going on there.
Did another simulation and had no trouble at all, it would fire constantly till just under an overload, as any other weapon would.
Makes me think of XSGCOM, with the Ancient Superweapon, emmitting massive amounts of space-lightning in all directions, generally melting everything.
Stations seem a waste of resources at this point. as they get captured or taken over too quickly. I think a blew around a million credits on them total, and only one of them is left.Yeah, I think that the fix I've put into place for that should really help out.
Fleet composition is meant to be hidden, you are meant to gauge the size of the fleet by the size of the circle. That is completely intended, nothing wrong there, as far as I can see.That might be correct but all of the fleets sizes are the same size. Also if you compare my screenshot, http://puu.sh/a0uQq/41d7c83748.png (Showing all fleets to be of the smallest size) to one of the screenshots from a post by the creator of the mod http://www.wolfegames.com/TA_Section/random_is_cool01.jpg (Showing fleets to be of different sizes.) You can see that there must be a problem. Also all hostile fleets run from me what ever the size this surely can't be right.
That might be correct but all of the fleets sizes are the same size.
You can see that there must be a problem. Also all hostile fleets run from me what ever the size this surely can't be right.
Bah, as soon as I download a new version, I cut the price from 50credits to 20 credits, and set the Fog of war to false. No need to wait on the developer :PWhat file is it located at?
Hmm, are you working with Xenoargh now medikohl? If so, i'm glad, because i really like those new ships.Kinda, I'm just good at cranking out kitbashes.
Still hunting for the locationBah, as soon as I download a new version, I cut the price from 50credits to 20 credits, and set the Fog of war to false. No need to wait on the developer :PWhat file is it located at?
Tried to modify the skilldata.java and it had no effect. I also compiled it and placed it in the vacuum jar, also no effect. What am I doing wrong?Not sure; the XMS changes shouldn't be necessary, though; currently Vacuum doesn't need any memory changes. What do you see as the crash report in the log? That, and what are you changing, so that I can try and replicate here?
Crash to desktop bug: Sometimes, deleting a user-made ship variant will cause the game to crash immediately.Vanilla bug, will be fixed in the next build of Starsector. IIRC there is a thread describing how to replicate (i.e., what not to do), will try and hunt down a link for it later on :)
Still hunting for the locationIf you want to change the cost for Crew... that's handled in scripts/world/systems/UniversalSpawnPoint.java, in the payDay() function. I'll probably lower the weekly costs a bit for the Easy level of play, and raise it slightly for Hard.
771719 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.ai.StandardPDAI.advance(StandardPDAI.java:296)
at com.fs.starfarer.combat.systems.G.Ò00000(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
That's good to know. This is by far my favorite mod for Starsector.
I wish he made a Lite version of this mod that basically does everything except change the weapons and the way flux works. (I like building stations, the new skills, and the ability to conquer others) I feel a little to unstoppable and the fun of it doesn't last long. Is there another mod that does that?That's good to know. This is by far my favorite mod for Starsector.
Snap! ;)
I doubt if people will be feeling "unstoppable" after the next build, if I can ever get it to the point where it's release-ready. It's going to do something... unique... to deal with player power.Uomoz's doesn't really offer any station management aside from joining a faction then getting hated on by almost all of the others.
Exerelin and Uomoz's thing offer various flavors of station management, so yeah, there are multiple flavors of that out there. That said, the power factor feels about the same, it's just much, much slower because you're not able to grind as fast.
That, and if you've gotten up to the point where you're taking on Stations... IDK about you, but I rarely feel godlike taking those on, at least not if I have to care about profits. Even with super-ships and super-weapons, tanking through the center parts of Stations is pretty tough.
I think that the key issue there is that, by the time you can do that, you've amassed so much money from doing bounty missions that you're basically set, so I may start charging maintenance fees for ships past Destroyers or something to provide a higher money drain at higher levels or something :)
Lags, lags and lags in battle. Unplayable for me :-\What version of SS are you using?
What system requirements needs for this mod?
Starsector0.6.2a-RC3 with [0.62a] ShaderLib Alpha v1.7.Your system specs would greatly help out but because you are running a 32 bit system AND running XP, I suspect your specs aren't good enough for vacuum. Also Vacuum is GREATLY unoptimized and throws alot of stuff out at once, thus the lag
And run it on 32-bit Windows xp with jre1.8.0_45 (jre-8u45-windows-i586.exe)
Starsector0.6.2a-RC3 with [0.62a] ShaderLib Alpha v1.7Turn off ShaderLib;a special build of it is already part of Vacuum; it doesn't need that or LazyLib or anything, and that's probably causing some issues.
it doesn't need that or LazyLib or anythingI know. but..
Turn off ShaderLib;a special build of it is already part of Vacuum; it doesn't need that or LazyLib or anything, and that's probably causing some issues.can't turn off Shaderlib. Without Shaderlib your mod just freeze when any battle begin.
PLZ Help I Wanted to play the mod badly but unfortunately it keep saying HULL_SHIP Variant not found (Shepherd_frontier class) and it won't allow me to play can someone help me (I also experiencing this with the citadel mod which also not found (Hound_assault) can someone help me out ?