Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - cake

Pages: [1] 2
1
Mods / Re: [0.97] Tahlan Shipworks
« on: June 26, 2024, 01:31:01 AM »
if you can't rename some files, you shouldn't be using Linux, probably
it's a little frustrating to open the game, look through a 3000 line log, find a path, follow that path, locate the file, rename the darn thing, and repeat about 30 times
I've had to do this about 8-10 times in the last like 5 months- don't get me wrong, this is the only mod I'd even consider going through this much work for, basically required to play, but at times I'd rather just not update or not play at all as opposed to going through the trouble of fixing all of it.

2
I can't deny this mod has good sprites/audio and creative mechanics, but I can't enjoy it because the shield piercing weapons makes them not fun to fight (as a casual high-tech main).

I originally downloaded an older version of the mod because I wanted to play with the omega boss it adds, only to get my high tech fleet absolutely steamrolled by the shield-piercing missiles. Yes i'm sure it was the missiles that were the problem, my monitor flamed out in like 2 hits and died in 8 despite fortress shield being on. Savescummed and retried the battle a few times, still couldn't beat it despite no bonus XP due to battle difficulty so I assumed the mod was busted and uninstalled. Months later I had an argument on discord, one guy couldn't handle the fact I have a different opinion than him and resorted to insulting me to cope, some other guy suggested I was playing an older version of the mod so I reinstalled and experimented with the console mod.

I still believe it's absurd how quickly the large missiles can kill frigates with good shields, like a hyperion or a monitor. You could argue they're frigates and could just dodge them, but if they flame out to say a claw fighter or ion beam arc, there's nothing they can do besides die in like 4 barracuda hits regardless of effective shield HP.

They're also a massive threat to Paragons once their armor is down, since 1000 frag damage ain't exactly small. Especially when paragon's method of countering burst damage (fortress shield) doesn't save it, and it's weapons have far less range than the barracuda. You can literally solo the sim paragon with just a barracuda. If this isn't broken, I don't know what is. Nothing in vanilla has shield piercing arcs this strong, besides Ziggy motes, but that's a lategame boss not your average cruiser. Discord has also argued sim battles "don't mean anything", not only is that straight up wrong depending on how you use the sim, but outside of a sim battle meant to test something you won't have one weapon and unused OP on a cruiser.

Not to mention there are also modded high tech ships that may have bad speed and armor, making them even more vulnerable to shield piercing torpedoes. For example, the Arachne-class advanced destroyer from Ship/Weapon Pack. Made of dollar-store quality tin foil as most high tech destroyers, it relies on advanced targeting core to not melt immediately. Barracudas turn it into a joke.

Keep in mind I'm not biased against strong faction mods. I downloaded the Hiver mod because I wanted a stronger enemy to fight, and I didn't uninstall it because they're fun to fight. Their weapons are intentionally overpowered, they are a challenge, but they don't cheese high tech fleets.

If shield pierce was fully removed from this mod then I would probably fall in love with it, but I prefer high tech fleets stay viable in my runs. But honestly I'm not expecting any changes at all, it seems unnecessary because I'm the only person who holds this opinion somehow. I just wanted to put this somewhere because people on discord seems to lose their mind when I complain about something that ignores shields being a problem for ships that rely on shields as a primary defense.
honestly I struggle to make a response other than "git gud" but to some extent that's the response. a lone monitor cannot survive in an enemy fleet, and you shouldn't expect it to, star fed actually counters itself pretty well, especially with the missiles, but in many of my star fed playthroughs, I never had an issue with defectors. the reason? point defense. a good fit ship will not be hardcountered by star fed missiles, and a paragon just laughs them off if it's properly fitted, and supported. this is why you test fleets and practice. reminder that shield penetration is a vanilla mechanic, and star fed, if anything, is slightly undertuned

3
Hi,

I'm glad you're enjoying MOSS!

I'm currently in the middle of rewriting MOSS pretty heavily. However, I've just checked and mods like Seeker seem to be handled fine - nested folder handling has been part of MOSS from the very first version, seeing as handling them was one of the reasons I wrote it in the first place.

As for mass rewriting the supported game version in mods' mod_info.json files, it's something I've considered (it was also suggested to SMOL) and the conclusion I and others came to was that it would create more issues than it solves. It would encourage fairly reckless usage of mods between game versions, and whilst it is often the case that mods are fully compatible between versions they should be checked individually and carefully. If someone else were to write the code and contribute it, I would certainly consider integrating it, but it's not something I will spend my own time writing right now.
I just tested it, and seeker still fails on my end- I'm on fedora 39, always failed to find mod folder or parse mod_info

4
Was doing a heavy modded run on nex random core sector and this time one of dominating factions were 9th battlegroup. This on its own isnt a problem but they seemed to be invading awfully frequently compared to other factions and quickly started snowballing that there could be 1-2 invations queued up simulatenously and in 30 days break having more them coming leaving me choice of staying on permanent "core defense duty" or letting them gobble up more systems.

Initially i was playing without strat AI, but then i turned it on and im not sure numbers supposed to be this far apart

this is iron shell invasion points vs 9th


At this point they have 3 full systems conquered, but greater hegemony alliance isn't 8x smaller to be this behind. Or im missing some mechanic and everything functions as intended?
if you ask me, it's because 9th is quite frankly, hilariously powerful, both economically and tactically- they have some hugely powerful ships, and massive econ, they start with a pristine forge and a cryothermic engine, and several large colonies.
having outright invaded the persian league and the IX's systems, the IX actually makes fleets as fast as you can kill them as far as I can tell(or just has that many assets), as opposed to the persian league which runs out of fleets somewhere around the 12th, and the IX's fleets are significantly more threatening. it's a similar thing to what happens with the legio, but to a greater degree, since in general starsector's autoresolve seems to be quite effective(I'd assume that's what nex uses for faction combat when the player isn't around)

5
Mods / Re: [0.97a] Ashes of The Domain
« on: February 09, 2024, 04:10:51 PM »
I had the same issue occur with the luddic path

Code
java.lang.NullPointerException
at java.util.Collections.shuffle(Collections.java:457)
at java.util.Collections.shuffle(Collections.java:427)
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:119)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFleet(AoTDMainResearchManager.java:323)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:380)
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.advance(AoTDFactionResearchProgressionScript.java:18)
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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)


there's something I compeltely forgot to mention. this is a save that existed before I installed the mod. that may have something to do with it, although I have no idea

6
this is a huge help for modding starsector. HOWEVER I have some features I'd heavily like to see in the mod manager- better folder scanning for mods, currently it doesn't handle the installs of certain mods well because the zip files are nested, like SEEKER, I'd also like to see the ability to replace the supported version of a mod, or sets of mods, since doing it manually is a pretty big timesink.
wonderful utility though, I'm not going back to manual

7
Mods / Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« on: February 06, 2024, 10:45:20 PM »
Has anyone found a work-around for building the hypershunt rig while using Industrial Evolution?  I have seen several people say that the dialogue option to build the hypershunt won't appear because of changes the IndEvo makes to star interactions.  Would it be possible to add the dialogue from DiY Planets to IndEvo to resolve the issue?

Yes, took me a while but here it is.
You have 2 options, sadly not super lore friendly so youll have to fill that gap there sadly (pretend to do the project and then throw the resources at the sun literally, up to you).

or, install and use tasc's hypershunt construction instead

8
General Discussion / Re: is second-in-command pursuit an anti-mechanic?
« on: February 04, 2024, 04:11:50 PM »
after your 50th butchered fleet, mopping up gets exhausting. honestly sometimes I just want an auto-resolve for battles too

9
Mods / Re: [0.96a] Tri-Tac Special Circumstances - V 0.6 12/16/23
« on: January 03, 2024, 11:36:33 AM »
Oh no- there's no escape from SC, not even in the sector
special circumstances required me to take a look, and I'm actually quite interested

10
Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: January 03, 2024, 10:29:54 AM »
having played a bit, I can actually solidify my thoughts, as it stands the mod is... frankly not very well balanced, no offense,
I appreciate the customizability, but I personally don't want to tweak the game until it's in a balanced state, notably starting with a few hightech ships, and the ability for them to deal with multiple ships just drops like a rock, battles that would be easy wins in vanilla are complete failures in RC.
I think I blame this on a couple things- 1st, the damage system is prone to having all compartments destroyed resulting in a very durable wreck, there's another game that I actually mod myself, called nebulous fleet command. one of the ways it handles this (ships don't have HP, they have compartments, which serve function, and a ship is only destroyed if it's reactor fails, otherwise it's mission killed, and abandoned) is with structure damage, which is a global "structure bar" of a ship, and when a ship is structure broken, damage gets distributed to every component in the ship, on hits that don't actually hit anything critical, this way even a battleship will eventually die if you keep shooting it in the bow(eventually)
blasters and other heavy ablating weapons seriously suffer here, some of the highest burst damage in energy is tied up in beams, and beams are a little too intensely diffracted. especially high flux burst beams, firing for little to no effect is crippling.
I've also watched several burst PD turrets fail to stop a single missile salvo, which is a little egregious

in terms of changes, I definitely turned up beams a bit, I tried adding .1 to the numbers, and didn't notice much of a change, I'm guessing it needs some drastic adjustment. shields feel pretty useless as well, least in situations where you're outnumbered. it's more effective to use your flux for weapons

armor is *seriously compromised* and this is just kinetic(mostly) by impacts - we're not even talking about things like lasers or so on- maybe to a lesser degree, but I personally would like an option for armor ablation in some form
Spoiler





[close]

I love this mod, but the balance issues are pretty high, and having to actually figure out how to play the mod on top of that makes learning it pretty difficult

Edit: I'm extremly ADHD, but I'd like to point at something like FTD, composite armor absolutely takes tons of compromising damage there, and still manages to be pretty realistic

notably I was only testing against smaller ships even, but my couple hightech ships couldn't even get through destroyers and cruisers, and that's with heavy blasters

11
Mods / Re: [0.96a] Ashes of The Domain
« on: January 03, 2024, 10:08:26 AM »
AAAAAAAAAAAAAAA I JUST STARTED A GAME
anyway thanks for the update. I'm actually starting my first "vanilla" playthrough with no ship packs, so a lot of the new content in my current run will be through 4x mods like this
I kinda wish there was DIY support, but DIY is just coming back, and nothing supports it yet

12
Mods / Re: [0.96a] Realistic Combat 1.37.0
« on: January 02, 2024, 09:39:53 AM »
"read the Field Manual to understand what's changed and what it means."

Internet mistake #1, just because I don't like something doesn't mean I'm not familiar with it.  I've read the manual.  I'm saying combat feels way worse, not better, and certainly not "realistic."

"Missiles in Realistic Combat are fast and maneuverable, but point defense can stop them."

Small missiles are 1-2 shotting Frigate class ships and below, this makes them WAY more effective than every other weapon in the game."

"With beam weapons, you need to get close enough for the beam to be focused enough to pierce the surface armor of the target."

This is silly.  You're telling me we've mastered AI to the point where it tried to kill us and of course mastered faster than light travel, but somehow optics are stuck in the pre-Victorian days, so a giant space battleship has to be arm's reach from an enemy to harm it with a beam weapon?

Mmkay.

"Just as intended, armor never ablates in Realistic Combat but instead remains a barrier that fire either penetrates or does not, and the armor cell diagram represents non-essential compartments for the player to destroy."

I hope you realize how unrealistic this is.  And this is coming from a guy who's shot at armored stuff.  Armor that gets turned to swiss cheese is nowhere near as effective (as in, not effective at all) as fresh armor.

"To destroy a ship, you need either a lot of small weapons fire to, per the Realistic Combat damage model, destroy all non-essential compartments beneath the surface armor, or a few huge hits penetrating the citadel."

This isn't realistic either.  Destroying the bridge will render a ship highly combat ineffective.  Destroying the engines will render it immobile.  Multiple penetrating hits are going to quickly vent the internal atmosphere.  I shouldn't need to destroy every square inch of interior space in a ship to finish it off.

"Hope it makes sense now."

Nope.

"Beam weapons can penetrate only surface armor and are for damage over time against enemy non-essential compartments and exposed systems.  "

What I'm telling you here is 4 x Tachyon Lances never managed to drop the shields of a junker pirate freighter converted into a combat ship.  I barely put a scratch on them at all.  Apparently I should've gotten to within spitting distance, which totally does not and in no way completely and utterly negates the purpose of a mod that drastically extends the range of already long-range weapons.

If you wanted combat to be realistic, then I should be able to take out enemy engines on unshielded ships with a single railgun shot from across the map, i.e. The Expanse.  Or hit even a large capital ship with a single nuclear missile and obliterate it.  Ships are almost entirely unprotected against any real weapon strikes because actual space ships can't afford the mass real armor would create.

I take issue with some of these statements. starsector is an extremely advanced setting, to the point where every ship has a built in dedicated self repair system, so that's why stuff can't be permentantly disabled.
they also use huge amounts of ablative composite armor to absorb impacts, so the statement about it supposed to be like the expanse is also wrong. but yes I overall agree, the removal of armor ablation is the least realistic part of this, and as someone who struggles to main anything but star fed, the ineffectiveness of beams in this hurts me to the core, the diffusion on beams is just painful

also seeing burst PD(IE the best PD in the game) struggle to stop missiles from frigates even, not sure why that's happening


love the mod though, I'm heading into a new game, and I'm still trying to wrap my head around the dynamics of the mod. it's just so alien compared to normal starsector.

13
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« on: December 26, 2023, 06:53:40 PM »
is
Spoiler
cataclysm
[close]
beatable? I wrecked all it's modules, hae been whaling on it for ages with a huge fleet, and still nothing. I've lost like 40 dorito's worth of ships to this thing
I've had a bug where the core module becomes invincible, seems like you ran into it as well
yep had to saveload several times. apperently it happens when the ship hits something when entering the battle-

14
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« on: December 18, 2023, 01:12:04 PM »
is
Spoiler
cataclysm
[close]
beatable? I wrecked all it's modules, hae been whaling on it for ages with a huge fleet, and still nothing. I've lost like 40 dorito's worth of ships to this thing

15
Mods / Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« on: December 16, 2023, 01:22:00 AM »
So I tried interacting with a star with the special Hypershunt constructing ship but I didn't get the prompt to build a Hypershunt, does anyone have a clue why?

Thanks.
same here. I have 10k of both metal and machinery in my fleet

Pages: [1] 2