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Messages - Khornaar

Pages: [1] 2
1
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: December 28, 2021, 02:50:30 AM »
I've noticed a weird interaction between tech mining industry and this mod.
If tech mining is "improved" with story point, and you are in a "unknown" star system at first day of the month, then tech mining will generate several months worth of loot, depleting itself faster. It doesn't seems to occur with non-improved industry. Nothing game-breaking, just weird.
Spoiler
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It's only becomes concerning, if tech mining depletion is turned off. ("techMiningDecay":1) But who would do that?

2
Mods / Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
« on: December 28, 2021, 02:32:24 AM »
BFG is self-nerfing gun.
If you use it effectively, you make a ton of debris (from exploded foes), thus reducing it's damage.  ;D

3
Mods / Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
« on: December 27, 2021, 01:39:41 PM »
Hi Mira, I've been running your mod for multiple playthroughs and I've been really enjoying these weapons, but I think I encountered a bug related to the new magic bounties from magiclib.

I was offered a hegemony bounty via the unsanctioned bounty board in the bar and it was about hegemony testings superweapons, in the previews, the onslaught flagship of the fleet seemed like it had 3 MX Gauss Cannons equipped, but when I actually got to the fight the superweapons were not present, the onslaught had empty weapon mounts where the MX cannons would have been. I am unsure if this is an issue with the superweapons being unable to be used by the AI factions or is it an issue with magic bounties.
(also I'm assuming this is what you meant by being able to obtain superweapons via missions or methods alternate to just exploration if the bounties work and there's enough of them then I'm 100% down with getting these weapons off of tough fights) ;D
Same bug happens with paragon bounty. Empty slots instead of Plasma Storm or Reflective Shield.


This is similar to the Railgun exploit when used with time manipulation, this happens because the BFG shock Interval is calculated at ship level, as a result speeding up time flow allows the projectile to shock more often equal to your current time multiplier, this will be fixed in 2.2, thanks for letting me know about it.
Rip BFG. :'(
But I see your point. After jamming two of them on certain storylocked phase ship (together with the new phase anchor hullmod), I've been capable of taking on multiple ordo stacks almost solo (still need meatshields to vent flux occasionally). Until I run out CR, that is. Which is super fast. ;D And that's way out of line.


BFG without time shenanigans feels kinda lackluster, especially when it's projectile tends to explode on contact with random piece of debris. Maybe some buff to radius of the final explosion will make using it feel better?

4
Mods / Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
« on: December 22, 2021, 09:15:22 AM »
After playing around with BFG, i've noticed a particular behavior of the projectile and it's secondary damaging arcs.
Speed of the projectile is tied to the battle speed, but frequency of damaging arcs is tied to personal time flow of the player. So by using phase ships (any hull with large energy) or ships with subsystems that alter time flow (Chronos from SWP or Commandante from VAO) we can squeeze far more DPS out of secondary arcs.
I don't know if this behavior is intentional, but DOOM 2016 BFG have similar (if far more broken) interaction. So keeping that behaviour is very thematically appropriate. :P

5
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
« on: April 23, 2021, 01:23:14 PM »
Dunno if it's an oversight or deliberate, but Alpha core administrators have regular (Non-elite) versions of colony skills which makes them somewhat worse than hired admins.

6
Mods / Re: [0.95a] Grand.Colonies 1.0.a - More Building Slots
« on: April 17, 2021, 03:11:17 AM »
CTD, possibly related to Grand colonies.
Spoiler
3632409 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.resetMarket(GrandColonies_modPlugin.java:204)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin.access$100(GrandColonies_modPlugin.java:21)
   at com.fs.starfarer.api.plugins.GrandColonies_modPlugin$PlayerOpenedMarketListener.reportPlayerClosedMarket(GrandColonies_modPlugin.java:59)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.V.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
3632589 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
3632589 [Thread-9] INFO  sound.null  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
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What i did:
Colonised a world, build a bunch of buildings with most resources demands (cryosleeper + Lamp), transferred it to Indies (Nexx), after i tried to leave - CTD.
There was less than 12 buildings. 8 or 9, at best.

7
Mods / Re: [0.95a] Terraforming and Station Construction (v5.5.0)
« on: April 14, 2021, 02:55:41 AM »

Yes, I've already made changes to allow Hydroponics and Cloning to be improved to increase production. They are still non-default in 6.0.0.

Do you, maybe, have any plans to make them available through the questline? Something similar to the "Red planet", which unlocks "Planet shield" Industry.

8
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 11, 2021, 01:20:52 PM »
It may or may not be an accident that only the pre-0.95a artifacts are easily acquired through tech-mining - I've asked Alex to weigh in on the matter and when I hear back I'll change the drop tables in accordance with vanilla's intent. Thanks for looking into this matter, Khornaar!

Well, it's not a bug, at least.
I've posted in Bug report/Support section and:
Ah - the drop table for tech mining is indeed *very* different. (Perhaps it shouldn't be or it should be different in another way etc etc), but I'm not seeing a bug here.

9
It was first observed by me when playing with mod "DYI planets", which adds several colony items (but it was since traced to vanilla).
Those modded colony items dropped more often than vanilla ones.

To test that, I've set up exponentially scaling tech mining colony (my assumption is that loot tables for derelict salvage and tech mining are the same, or at least similar).


New game, many mods
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New game, many mods, minus IndEvo(not that it matters).
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New game, Vanilla+Devmode
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Alpha core used as measuring stick.
As can be observed here, it's not the mods that are affecting droprates of the new colony items.
I'm obviously cannot explore whole sector every time, so it's theoretically possible that it's intentional that Tech-mining disfavors Colony items drop overall and i will find missing items more often in derelicts, but it doesn't explain overabundance of Synchrotrons and Corrupted forges over other items.




10
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 11, 2021, 06:06:22 AM »
It also affects Tech mining.
To further test that I've set "techMiningDecay" from 0.95 to 10.95.
Here's the results after few months:
Spoiler

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Oh, gods...
That 0.95 represents a 5% deterioration of available items in the ruins, compounded per month. Its supposed to slowly deplete.
You switched it to -995% deterioration, which basically 895% increase, compounded every month. You made your techmining infinite and very silly.
Yes, i've switched it to increase output ~11 times each month. This is absolutely cheats. But, that's the whole point of testing isn't? The bigger test sample is, the better are results. That way any "unlucky"/"lucky" streak is mitigated.



Upon further testing, with DYI disabled, it seems like something is broken in vanilla loot tables:
New game, many mods
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New game, many mods, minus IndEvo(not that it matters).
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New game, Console Commands only
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Alpha core used as measuring stick.
I'm obviously cannot explore whole sector every time, so it's theoretically possible that it's intentional that Tech-mining disfavors Colony items overall, but it doesn't explain overabundance of Synchrotrons and Corrupted forges.


11
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 11, 2021, 05:28:42 AM »
DAYUM, dem nanoforges
That's equivalent output of a tens of thousands, maybe even hundreds of thousands Vast ruins per month.
Btw, after lagging for solid 10 minutes (my PC is far from new).
Spoiler
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12
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 11, 2021, 04:48:26 AM »
I've noticed uneven distribution between new Colony items and Mod Terraforming items (heavily favoring terraforming items).
It also affects Tech mining.
To further test that I've set "techMiningDecay" from 0.95 to 10.95.
Here's the results after few months:
Spoiler

[close]

13
Well, considering this mod does not have terraforming and does not add any of the items that have dropped for you, maybe post in the thread for DIY planets.

Quote
Might it be that "rare_tech: 3,3%" gets diluted with mod BPs? so the more mods people have, the rarer vanilla industry items become, while IndEvo items have constant 1% droprate?
Not possible, the rare_tech drop groups do not have entries for blueprints.

It's rather obvious that DIY planets is breaking your drop rates.

Oh- Also, not a single IndEvo item dropped for you, so there might be an even larger problem with that other mod.
You're totally right. I'm a dumbass. I've confused two thread i had opened. :-[

Btw, droprate of Forge templates seems fine.
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BPCs with two runs are about 100 times rarer drop from ruins.

14
Yes, this mod affects the special item drop pools, BUT the total chance to get an item, vanilla or modded, stays the exact same.

To explain:
Spoiler
The game has 2 relevant special Item drop groups:
  • rare_tech_low
  • rare_tech

These have the following drop chances purely for vanilla items:
Without IndEvo:
  • rare_tech_low: 1,1%
  • rare_tech: 4,3%

With IndEvo:
  • rare_tech_low: 0,9%
  • rare_tech: 3,3%

However, these are the drop chances to get an IndEvo item from either of these rolls (Added)
  • rare_tech_low: 0,2%
  • rare_tech: 1%

Notice something? Yup, if you add them up, you get the same numbers as before - thus, you receive the exact same amount of items. (math is heavily rounded to keep it readable)
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Might it be that "rare_tech: 3,3%" gets diluted with mod BPs? so the more mods people have, the rarer vanilla industry items become, while IndEvo items have constant 1% droprate?

15
Mods / Re: [0.95a] Adjusted Sector
« on: April 06, 2021, 11:41:57 AM »
After trying to condense the same number (230-280stars, 500-600 planets) of stars as vanilla Sector (164k*102k) in a smaller (60k*60k) Sector, I've noticed that core worlds are not positioned perfectly in the center of the starmap.
It's not very noticeable when the sector is big, but on the smaller one it's very jarring.

Basically, if you disable starscape to enable grid on starmap, Hybrasil is almost perfectly in the center of the grid. But if you mentally circle Core worlds, Askonia fits to be the center more.https://imgur.com/a/LOCM9gm

It's not something this mod does, vanilla generated Sectors have the same problem. But would it be possible to do something about that? I've no idea how mapgen works, but it would be neat.


Also, after reducing ConstellationSize to 800 i've managed to cram adequate number of stars to 60k*60k Sector, but some of them generated inside core worlds. I don't constellations overlapping each other, but is there a option/parameter to make generated stars spawn some distance from core worlds?



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