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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Lycaeon

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1
I've noticed anomaly data doesn't seem to disappear from black markets I sell it to, instead accumulating over time even as the rest of the market's inventory resets. It's not a big deal, but I thought I'd point it out. Everything else is working great!

2
Modding / Re: [0.96a] Starpocalypse Revengeance - more apocalyptic settings
« on: December 05, 2023, 08:02:51 AM »
I have set the stingy recovery option just cruisers and capitals and the majority of the frigates and destroyers I find STILL need story points to recover. Out of the 20ish I've found in space only 1 has been recovered without a story point. Is that intended?
The stingy recovery settings for individual ships only apply to ships in your fleet that get destroyed.

3
Modding / Re: [0.96a] Force Auto Resolve (v0.1.0)
« on: December 02, 2023, 08:42:58 PM »
After playing with the mod for a while I have to say it's a game-changer. To be able to skip all those pointless tiny battles where a couple of slow-ass domain drones take a minute to crawl over to your ships saves so much time and sanity. I'm honestly surprised it's not in the base game. My only complaint is the '(force auto resolve)' text...I know it's a minor issue but if it just said 'Order your second-in-command to handle it', it would match up with the text to handle pursuing retreating enemy fleets instead of standing out as a modded option.

4
Mods / Re: [0.96a] Pirate Mini Mod (1.6.0)
« on: December 02, 2023, 07:52:13 PM »
I feel mods that add to the 'vanilla experience' of the game without going overboard with new ships, factions, and mechanics are underappreciated. This one is especially well done; making major improvements to the pirate faction while at the same time being subtle enough that it's hard to tell apart from the base game. I'm very impressed.  :D

My only complaint is there aren't more Luddic Path variants, as they have a lot of the same issues with ship variety that are addressed for pirates by the mod. A few of these ships would fit right at home in the Path with only skin and hullmod changes to the LP versions.

5
Mods / Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
« on: December 02, 2023, 07:41:12 PM »
Is there a way to only add the luddic variants/skins but not the new unique ships and Alexandratta? Something like a 'lite' version of the mod would be very much appreciated.  ;D

6
Mods / Re: [0.96a] Realistic Combat 1.33.4
« on: November 30, 2023, 03:43:42 PM »
Does this remove beam damage falloff? How are beams not overpowered given the much longer range then?

Also "Explosion bonus damage" is "damageBonusHighExplosiveProjectile":0?

Edit: upon testing these settings beam weapons in fact seem weaker than even vanilla. Maybe the damage decrease is too much?

Also beam weapons no longer generate hard flux with High Scatter Amplifier, and PD lasers now never autofire at ships, when they used to do so occasionally with base RC

Increased range is just an inherent trait given to beams from the mod and there isn’t much we can do about it other than reduce their damage somewhat to compensate. Also the beam damage settings given are equal to vanilla provided you’ve turned off RC’s damage model in Toggles, otherwise you’ll need to increase the values.

Damagebonushighexplosiveprojectile should be set to 0 if you’ve turned off RC’s damage model.

Lastly, I’ve also noticed High Scatter Amplifier no longer works in the mod, so I’ve just removed it from my game, as I feel beams are balanced enough without being able to deal hard flux damage as well. I’ve had no issues with ships using PD beams against enemies provided there aren’t any missiles to shoot at instead.

7
Mods / Re: [0.96a] Realistic Combat 1.33.4
« on: November 29, 2023, 09:12:43 PM »
The latest update has made aiming with the restricted targeting system much easier and is an excellent improvement overall.  I’ve always kept the restricted targeting but now I can actually shoot in fights instead of letting the AI do all the work. :D

Paladin isn't just overpowered, it's completely broken. I can kill an Onslaught in like 10 shots at close range. Even at longer ranges the beam does multiple times the stated damage to shields.

The same problem also applies to the graviton array from Unthemed Weapons Pack, although not to any other beam weapon I've tested. The other beam weapons seem strong, especially high intensity laser, but not completely broken. Does it have something to do with Paladin and graviton array both having charges?

Refer to my guide below on returning the damage model to the vanilla system, which after extensive testing works great and in my opinion is better than the mod system due to the game originally being designed around it. If you want to keep the mod settings you can play around with the bottom values to tone down beam and PD damage alone.

Essentially this keeps all aspects of the mod except for the damage and armor systems (As well as their associated player skills) which as a result of the fix should now be completely vanilla accurate. To adapt the mod follow these directions:

In mod_info.json delete:
    "replace":[
   "data/characters/skills/ballistic_mastery.skill",
   "data/characters/skills/energy_weapon_mastery.skill",
   "data/characters/skills/impact_mitigation.skill",
   "data/characters/skills/missile_specialization.skill",
   "data/characters/skills/tactical_drills.skill",
   "data/characters/skills/target_analysis.skill",
   ]<= Make sure you delete this last bracket.

Navigate to 'RealisticCombat/data' and delete the characters and strings folders. Then open the config folder and open the Toggles.json and WeaponSpecs.json files using Notepad++.

In Toggles.json set "replaceDamageModel" to false. If you want to also disable the mod's restrictive aim lock set "threeDimensionalTargeting" to false, though with the latest update this isn’t really necessary.  I also disable enemy retreat and show all weapon arcs as a personal preference.

In WeaponSpecs.json change the following values

At the top of the file:
Explosion bonus damage=> 0  (don’t recall the exact name of this value)

At the bottom of the file:
"directedEnergyMunition" => 0.092
"burst" => 0.092
"continuous" => 0.092

(These two values are negative)
"pointDefenseBeamMinimumFluxEfficiency" => -0.0009
"antiShipBeamMinimumFluxEfficiency" => -0.0009

Burst point defense charge multiplier => 1 (Don’t remember the exact name of this value either)

8
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: November 28, 2023, 02:05:53 PM »

You can change shields alpha channel to make it less transparent and brighter:
- Open "HexShields\data\shaders\shield_nofill.frag" (in Notepad, just as text file)
- Increase last number "fColor.a *= l * ff * damp * color.a * 2.0;" (i set it to 5.0)

This is exactly what I needed, except I used the shield_vanilla.frag file and I changed it to 1.0 instead of 5.0 (or you can just delete the * 2.0) and the transparency increase is perfect for the vanilla shields. It also reduced the issue of the shield overlapping damage effects. Much thanks!  :D

9
Appreciate the response. Glad to know it's not the mod that's causing the issue. It really contributes a lot towards making the sector feel more real and alive. Given how many planets have expansive ruins it always seemed odd to me that there was never any usable infrastructure left intact like the resupply depots, etc, that the mod adds.

So far my only issue is with the anomaly reset message that pops up every time you dock at a new market when coming out of hyperspace. If you're not exploring the majority of your jumps are only a couple of light years, which does nothing in terms of providing anomaly data but still shows a message that your drive has been reset after traveling 0, 2, etc light years. I suggest editing it so that the message appears only after a significant distance has been traveled, like >10 LY.

10
Huh, that's interesting. Thanks for taking the time to look it up in the code. :D

11
I've encountered an unusual bug in my last run. When I made a donation of 20,000 to the bar historian, I noticed this amount wasn't deducted from my credit balance. To confirm this wasn't a fluke or a mistake on my part, the next time a donation opportunity came up for 50,000, I noted my balance before and after making the donation and it was again the same. This was despite the game saying I had lost both amounts in the dialogue screen when the donations were made. I also did not spend any SP on blueprints/colony items prior to this. Credits seemed to be added or removed correctly with other events not related to the bar historian, and nothing unusual showed up in the starsector.log file.

I'm posting this because Nomadic Survival is the only mod I added recently that interacts with planetside dialogue (In that the anomaly drive is shown to reset in the dialogue box whenever you dock with a market). As of now I don't know if the mod is actually related to the issue, though I'll turn it off in my next run to check.

12
Hello all,

I've encountered an unusual bug in my last run. When I made a donation of 20,000 to the bar historian, I noticed this amount wasn't deducted from my credit balance. To confirm this wasn't a fluke or a mistake on my part, the next time a donation opportunity came up for 50,000, I noted my balance before and after making the donation and it was again the same. This was despite the game noting I had lost both amounts in the dialogue screen when the donations were made. I also did not spend any SP on blueprints/colony items prior to this.

As of now I don't know if this bug is or isn't due to a mod...I never paid attention to my cash total when making donations before. I also noted that credits seemed to be added or removed correctly with other events not related to the bar historian. Nothing unusual showed up in the starsector.log file either.

Any help in this matter would be appreciated. My mod list is as follows:

Additional Character Names,
AI High Energy Focus Tweak,
AoTD Cryosleeper,
Audio Plus,
Better Colonies,
Combat Chatter,
Detailed Combat Results,
Fleet Journal,
Force Auto Resolve,
GraphicsLib,
Hostile Intercept,
Interesting Portraits Pack,
LazyLib,
LunaLib,
MagicLib,
More Player Flags,
More Ship Names,
Nexerelin,
Nomadic Survival,
Officer Extension,
Planetary Shield Access Control,
Realistic Combat,
Ruthless Sector,
Scavenger Trading,
Starpocalypse Revengeance,
Starship Legends,
Stellar Networks,
Terraforming and Station Construction,
Unknown Skies

Of these mods Nomadic Survival by Sundog is the most recent one I've added, and the only one I can think of apart from Nexerelin and Starship Legends that alters the planetside dialogue in any way.

13
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: November 25, 2023, 05:49:41 PM »
Having tried out the mod I would suggest increasing the transparency of the vanilla shading mode, as it's currently more opaque than the original vanilla shields to the point where it obscures certain ships, especially when using a zoom out mod. Basically something like the unfilled hex mode but without the hexes.

There's also an issue where certain damage types such as beams have their collision effect covered by the shield instead of in vanilla where the damage effects are supposed to overlay the shields. This can be readily seen in the second tutorial where the wolf shoots your ship with tactical beams.

14
Modding / Re: [0.96a] Force Auto Resolve (v0.1.0)
« on: November 24, 2023, 01:17:01 PM »
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I would suggest removing the '(force auto resolve)' part of the message, as the effect is already explained in the tooltip. Keeping my eye on this, can't wait to see where it goes!

15
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: November 10, 2023, 12:38:53 PM »
Is there a way to disable the strategic AI intel tab when strategic AI is enabled? While the information is useful, having access to all faction's detailed intentions and planned actions is a bit immersion breaking.

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