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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Minitialize

Pages: [1] 2
1
Mods / Re: [0.97a] The Knights of Ludd
« on: February 16, 2024, 11:35:50 PM »
I love the sprite work in this one. Well done!

2
Can't seem to be able to download. After several tries, I'm still receiving an error loading the page.

3
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d
« on: July 02, 2023, 04:34:36 PM »
Hey i know you might get asked this alot but are you updating to 96
this is my fav mod due to the AI rights and intergration
please respond
Dahbany~

There is a 0.96 test version, but it's published only on the unofficial Discord, and appears to break saves which were begun with the version published in this thread. Ask me how I know!

A plea to all modmakers: please, please, update your forum threads when you push an update via Discord.

Any chance you can share a link to the discord version?  I searched all over it including using xSevenG7x's username and couldn't find it. 
If not, no worries.

Thanks!!

lucky i got the itch to browse here a bit- here's a link to the test version, make a backup of your save before you install it.

https://discord.com/channels/187635036525166592/1104110077075542066/1107190065957982218

4
Mods / Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
« on: February 03, 2022, 07:20:53 PM »
I have a favor to ask. Can someone take each of these variables, and describe them in terms that a non-coder can understand? Please assume that we are not modders and just players.
Example:
variable_name: Right now the game soft-limits you to having 1 redacted ship by using this variable to severely limit the Combat Readiness. If you raise this variable, you can have more.

  • "carrier_group_fighter_uplink_fighter_bay_threshold": 8
// This falls under one of the carrier-related skills in the leadership branch. This grants your fleet's fighter wings bonus stats which diminishes the more fighter wings your fleet has collectively.
 
  • "crew_training_flux_regulation_op_threshold": 240
// This falls under the technology branch, Flux Regulation. I believe the count towards the threshold only includes warships from a player's fleet. If you possess a number of warships in which the collective DP goes beyond the number (240 in this case), the bonus it provides diminishes (which is +10% flux cap. & dissipation iirc).
 
  • "tactical_drills_op_threshold": 240
// This falls under the leadership branch, Tactical Drills. This grants your warships +5% bonus damage. If the total DP of your fleet's warships exceed the number (240 by default), the bonus diminshes.
 
  • "containment_procedures_field_repairs_op_threshold": 240
// This falls under the industry branch, containment procedures. Provides -50% crew lost stat modifier when suffering hull breaches. If the total DP of your fleet exceeds the number, the bonus diminishes.
 
  • "phase_coil_tuning_op_threshold": 40
// This falls under the technology branch, Phase coil tuning. Counts only the phase ships in your fleet. Changing the values allows your phase ships to gain higher bonuses from this skill (I can't recall off the top of my head, apologies).
 
  • "automated_ships_op_threshold": 120
// This falls under the technology branch, Automated ships. The higher the threshold, the more AI ships you can field without them suffering from lowered combat readiness.
 
  • "bulk_transport_cargo_threshold": 2000,
  • "bulk_transport_fuel_threshold": 2000, 
  • "bulk_transport_personnel_threshold": 5000
// These three all fall under the same skill in the Industry branch, Bulk Transport. Grants your fleet bonus (+50%) cargo/fuel/personnel depending on your fleet's total cargo, fuel and personnel respectively. If your fleet's total values for each threshold is exceeded, the bonus stat modifiers you get diminishes.
 
  • "derelict_operations_percentage_per_d_mod": 6
// Falls under the industry branch, Derelict Operations. Reduces the deployment points of your ships with D-mods (6% per D-mod). The higher the value, the higher the reduction for deployment.

5
Mods / Re: [0.95.1a] Hiver Swarm - V0.55 oopise hotfix edition - 01/16/22
« on: January 18, 2022, 04:48:19 PM »
Alright, thanks for the response. Good to know there's nothing wrong about their functions.  That said, I might sneak in a couple of survey data to help them accelerate their growth :P . I've been lowkey looking forward to clashing with them after I'd raise my own faction.

6
Mods / Re: [0.95.1a] Hiver Swarm - V0.55 oopise hotfix edition - 01/16/22
« on: January 17, 2022, 07:25:14 PM »
Hello, two things I'd like to ask--

1. is it safe to update the mod without breaking any save file?

2. Hivers are supposed to expand and colonize right? In my playthrough they've been sitting in their corner for years now, only sending in strike missions, no colonization/invasion efforts. Probably just because I'm missing out on an update, but wanted to say it anyway incase this was actually implemented and that there's probably something wrong on my end..

edit: I'm running with Nexerelin, yes.

7
Mods / Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
« on: January 13, 2022, 10:54:57 PM »
Thanks for the hardwork, will also be looking out for the update. Looking to change the makeshift equipment + containment procedures values, but until then, I suppose I can use this as it currently is.

8
Mods / Re: [0.95.1a] Transponder Off 1.1.4 - QoL for campaign layer
« on: January 11, 2022, 10:28:07 PM »
your mod is a godsend. Definitely one of those that I feel would be nice if implemented in vanilla.

9
I'm excited for when this mod gets updated. I just refuse to start a new save on starsector 0.9.5 without this, and Aria...

10
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 11:25:37 PM »
Quote
Added unique capital-class ship that can be acquired by the player. Good luck.

Reading this, I'm getting a bad omen that something big and scary is coming on top of the hinted end-game threat...

Quote
Campaign fleet AI/behavior:
          In general a bit worse at avoiding being intercepted; was too good at it
Not gonna lie, I thought this was pretty funny. I personally had no issues with this even with a large fleet, as long as I'm able to roughly calculate the speed & direction a given fleet is taking and whether or not was I going to be able to catch up depending on the course of my fleet.

Overall, I had no plans to update the game since my current campaign is going pretty well (I am the type of player that does one, extremely long playthrough. Not so fond of having to restart). But after reading the changelog... I'm starting to contemplate my decisions.

11
Hello Guys
I'm getting this:
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getBestTarg etSystem(deconomics_pirateHaven.java:419)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getRaidTarg et(deconomics_pirateHaven.java:399)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.reportEcono myTick(deconomics_pirateHaven.java:117)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:75)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Any idea what it can be?
I'm using version 1.7d

Cheers

Huh, I was about to report the same thing. I've been getting the same issue recently;

Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getBestTarg etSystem(deconomics_pirateHaven.java:419)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getRaidTarg et(deconomics_pirateHaven.java:399)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.reportEcono myTick(deconomics_pirateHaven.java:117)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:75)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thought I was probably the only one, but hey.

Update: Managed to bypass this issue by removing the only privateer base I had built.

12
Found an issue where if you enter a certain, uninhabited system with the hullmod interstellar mall the game crashes. Easily managed to bypass this by removing the given hullmod, just letting you know incase you'd prefer to have it fixed.

13
Regarding to not lawless Privateer Base, I recently suggested one of the options.

It might be not best of the ideas (to be honest, it just bad), but general concept still fair: Privateer Base already kind of OP, so if you suggest it being not lawless (buff) you have to nerf it in some other way. Serious nerf, I mean. Just huge upkeep isn't enough.

What can be serious nerf?

-Decrease raid frequency or strength.
-Decrease (or even remove) loot.
-Dramatically limit targets they able to raid.
-Each raid can have direct impact to player gameplay. Either rep lose to numerous factions, or requiring player personal participation in raid, or consuming normally irreplaceable resource, or else...
-Draconic penalty if raid is failed.
-Larger negative impact to all player's markets in a system.
-Else in this vein.

Hmm, for drawbacks, I guess--
1. The player loses rep (3-5 rep. Given the frequency of raids, I'd say this can pile up pretty quickly) from the targeted faction (additionally, the faction's allies, if any, for 2-3 rep).
2. The upgraded base should demand ship hulls and marines. If any of it's most recent raids failed, the demand for both increases (if demands not met, base is hit with higher upkeep + stability penalty of x amount of products not met).

not really sure what else to add for drawbacks, but yeah

14
TL;DR add an upgradeable version of Privateers base -> Military Operations Center

I personally like the idea, however I'm thinking of a Private Military Company instead of a Military Operations Center. Functions much like a Privateer's base, but they run with a higher amount/quality of ships & officers.

The part regarding lawlessness is quite arguable-- I'd leave it up to you/others as to what you/they'd prefer.

I don't like the idea of 2-3 raids from only 1 base, the potential amount of resources you can earn from one raid alone is pretty good. Best leave this as is (and enjoy having higher chances of a raid succeeding instead).

Overall, I think it isn't bad. The final judgement however falls onto SirHartley as to whether or not he thinks it's well worth it. I'm fine with the standard Privateer base, but having more options for me doesn't sound so bad (most especially if you have an influx of 4m credits)...

15
Hello, I'd like to suggest adding another option when requesting a defense fleet-- A slider which determines the amount of time a defense fleet stays around a target market (similar to an invasion fleet, where you can choose the amount of marines a fleet can carry).

I've had multiple instances of requesting a defense fleet too early, that by the time an invasion came to one of my markets, the defense fleet already left. Sometimes when I try to time it right (in my head) by requesting a defense fleet after a certain amount of days have passed, I'd occasionally forget about it due to the numerous events that take place in-game that it just slips through my head.

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