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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - BreenBB

Pages: [1] 2 3 ... 10
1
Suggestions / Re: Removing free storage
« on: January 17, 2023, 08:34:23 AM »
To be honest I never had issues with these free storage stations, colonies provides you with free storage, and this is just option to store stuff until you build colony, so you don't need to rush building colony just because you want to store some extra ships or weapons for later. And still, with Nex this change will not make any difference since you can build cheap outpost for storing items.

For realism purpose, it might make sense what if you store items on abandoned station, which is near core worlds, some scavenger can just found and loot your cache, from gameplay perspective, I don't think what it will add much. There is literally no need to use faction planet storage, but I don't think what forcing player using only them will improve the game.

2
Suggestions / Re: Teach Starsector to load saves with removed mod content
« on: January 17, 2023, 02:40:20 AM »
Some of that can be avoided by better modding practices. For example, I know there's somebody who has soft-removed ships by removing all normal ways to access them, then removed them for real later like when a save-breaking vanilla version releases.

I can't call this a better modding practice, it is rather pretty big flaw of vanilla game mod support, which gives inconvenience for both mod makers and players, and this is people's adaptation to it, so you either remove something and break saves, or leave unused stuff, which is still affect game load speed, and vram usage, almost any other game with similar mod support have safeguard system to handle removed simple content, such as ships, weapons etc, and like passwalker said, it is already half-implemented, game can replace missing "variants" with substitute, which is nebula transport, it just need to be expanded to handle base ship hulls, weapons and hullmods.

3
Suggestions / Re: More clear save description
« on: January 14, 2023, 06:29:16 AM »
Adding onto this suggestion, please get rid of the type "delete" every time I want to delete a single save. I don't know any other game that I ever played that did something like this. I could understand if there was a delete all option, but this is silly. It's too annoying to delete saves currently.

I agree, typing delete every time is annoying, just confirmation popup "you are sure what you want to delete this save" with 2 buttons "yes" and "no" is enough, it is faster just open save folder in Explorer and delete unneeded saves from there.

4
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« on: January 12, 2023, 12:38:39 AM »
Another bug: fought a bounty that had a Cresil carrier with Sonneilon and Uvall fighters. The game crashes around 10 seconds after I destroy the carrier when they retreat. Here are the logs:

Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.cancelDirectOrdersForMember(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.orderFullRetreat(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.ÔO0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.Object(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.B.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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(Thread.java:748)
[close]

I got crash too recently with same log, one enemy fleet always causes game to crash when enemy retreats, one pirate fleet which had several VIC ships, (I use Arthr Pirates but Epic mod, this mod adds BPs of all factions for pirates). Sadly I don't know how to log contents of specific NPC fleet to be sure. VIC version is "1.5.4"

5
Suggestions / Teach Starsector to load saves with removed mod content
« on: January 10, 2023, 12:19:34 PM »
While StarSector have great mod support, on par with RimWorld or Fallout New Vegas, or even better in some cases, since its possible to load alot of mods and there is no need to create patches for mod compatibility, it is great, but also SS mod support also have big disadvantage too, to same Rimworld and Fallout, game can't stand any content removal, usually this happens when modmaker delete some ships or weapons during update, and this forces either using old version of mod, start new game, or just manually fix save file, by opening "save_folder"/campaign.xml with Notepad++ and deleting all mentions of removed ship or weapon, which can abit annoying to do, especially if more that one ship was removed, but doable, if you preserve file structure.

I understand that it is not possible to make proper removal of big and heavily scripted mod, but I think it is doable to teach game parse missing ships and weapons or items and either remove them or in case with the ships just replace them with some fallback vanilla ship, so I'd like to suggest such feature for SS, it will make already decent mod support even better, and remove big chunk of annoyance when its comes to mod updates.

6
Modding / Re: [0.95.1a] Tesseract Prototype 1.1
« on: January 07, 2023, 07:27:46 AM »
Would Shard Spawner still work with this ship if I add it back?

It is possible just add auto_rec tag for vanilla Tesseract, and after battle with them they occasionally will be available to recover, and it will be full Tesseract, no shards, but shard spawner actually buggy if ship with it used by player, the battle never ends, since battles is hardcoded not to end until ship with such mechanics either retreats or gets completely destroyed, no matter on which side it.

You can order Tesseract to retreat, or use cheat codes in order to force end battle, but I don't know if its possible to end battle if it get split into fighter shards, since you can't issue orders for fighters directly, so you probably will need to use cheat codes, it will work I guess, but works buggy.

7
As for me its another unnecessary nerf, like Phase speed slowdown nerf, first of all, the decision cost means bad isn't best one, because some hullmods are already situational enough, like Heavy Armor which reduces maneuverability, or EMR which only benefit missile focused ships, so they aren't built in always already, its just nerf of ships which rely on armor or missiles, and make hullmod which supposed to just improve ship actually harm it looks strange, it is basically turning smods into dmods, and its quite logical what people will build most expensive hullmod from their loadout, if you have 1 sp which can apply any hullmod, its logical to built most costly one. Game have other more important problems, and smodding expensive hullmods is not one of them.

And if you don't like the fact what 10 Op and 40 Sp hullmods cost same 1 SP, I think there more ways to resolve that without complicating balance even more, like make expensive hullmods cost several SP points, or just give fixed OP count per spent SP on ship, or just leave as it is now. Story points have issue that you can gain much different benefit from spending 1 sp in term of usefulness, ranging from useless options, such as most quest options, like get little more reward in quest, or not raid objective in raiding quest, and receive twice less amount of money, considering that these quests don't give much reward, or use same point on built in hullmod, so reward ranging from gain insignificant reward to permanent benefit, but again, root of the problem is not that built in option is too good, is what that other options are too useless even to consider.

Also another issue I think, its also indirect nerfs ships with built-in mods, since they won't receive s-mod bonuses, like Apogee won't have bonus from Sensors hullmod, and non-science ship with built in will have it, to be honest this feature shift balance too much.

8
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
« on: December 20, 2022, 12:55:26 AM »
Heyo, doing well? Unfortunately people seems to love to say that epta is overpower, so any buff that I do is like a crime, I'm testing a discord version, where epta is even more nerfed, due to tournaments. Perhaps someday we can stabilize this situation, and make epta actually competitive. Thx for le feedback^^

Please ignore such people, people really tend to kill own mods via overnerfing, in my opinion mod stuff at least should be on par with vanilla good stuff, otherwise player just choose vanilla stuff instead, like if ships are good but guns are meh player would use ships with vanilla guns, and half of content will just bloat game without being used, or vice versa, no matter how much mods you have Paragon still be best ship.

9
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: December 19, 2022, 01:16:22 PM »
I started to get crash like this at start of new game:

java.lang.NullPointerException
   at data.scripts.world.SKR_seekerGen.spawnWhiteDwarf(SKR_seekerGen.java:498)
   at data.scripts.world.SKR_seekerGen.addExplorationContent(SKR_seekerGen.java:78)
   at data.scripts.SKR_modPlugin.onNewGameAfterEconomyLoad(SKR_modPlugin.java:92)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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(Thread.java:748)

I decided to have playtrough without HMI (I noticed what White Dwarf always spawns in Tabitha system from HMI, in every playtrough when I had both mods enabled), and I reduced reduced sector size and star constellation count, maybe this script needs failsafe if its unable to find fitting system for spawning boss? Its seems that generation wasn't able to generate needed systems.

10
Modding / Re: [0.95a] Another random SWP
« on: December 05, 2022, 11:11:46 PM »
Looks really great! I like XIV variant of Tirpitz (XIV Grafspee is also good idea). Only my suggestion about Long Tom remains, the problems with it I wrote in my previous post, but the rest of weapons especially Big Bertha and Leveler are really good (Also I suppose these names is homage for Total Annihilation game)

11
Modding / Re: [0.95.1a] Variants Lib v0.1.1
« on: December 04, 2022, 12:22:21 AM »
Looks quite interesting, also I have some questions, can it be applied to remnant fleets as well? And this mod replace all fleets, or its possible to have chance of vanilla fleet generation?

Lets say I want add some Remnant fleets using ships from Amazigh's Ship Foundry and Scrapyard Armories, one fleet of ships with temporal abilities and second fleet of Remnant low-tech refits from second mod and maybe vanilla only fleet too, and still have vanilla mixed generations occasionally.

Also it is possible to set ships which is not present in faction file? Like make Remnant fleet with Tesseract and so on.

12
Modding / Re: [0.95a] Another random SWP
« on: November 22, 2022, 01:06:46 PM »
Really cool SWP, interesting how its goes?

I played with it, pretty cool ships and weapons, I like them, except Long Tom definitely needs some sort of buff, its looks really cool, by stats as I recall its basically Mjolnir with same damage and extra 300 range (900-1100), at the cost of lack of Mjolnir EMP, firerate and high OP cost (24 vs 30), so for me its not attractive much, especially OP seems too much, vanilla have weapons with bigger range which cost 25 OP (Gauss Cannon), as ideas, I might suggest buff its damage, from 400 to 500-600 and add EMP damage same as Mjolnir, and reduce OP count a little.

And of course another suggestion, is to split Baryonic Dynamics ships into another mod, they looks cool, but they have completely different aesthetic.

13
Mods / Re: [0.95a] Caymon's Ship Pack v1.2.0
« on: November 22, 2022, 12:53:01 PM »
I found pretty strange issue with Luster, game regularly spawns fighter version of it as separate ship, like its frigate, which after being killed counts as retreated, its no issue with regular Ordos since you can ignore it, but when its defends station its always count as retreated after being killed for some reason and you can't loot the station, and its possible to kill it only with Nuke command and it's even needed to start combat and type its several times to finally kill it.

Also its sprite might need some improvements, since its looks not like Mech much, more like Spark with two sticky-looking cannons, but overall I like your pack, good work.

14
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 22, 2022, 12:43:28 PM »
Hello, I have some ideas which might be cool to have.

First one about selling blueprints at Prism Free Port, how about option option to make independent faction able to teach blueprints which players sell them? Like pirates do when you sell them at black market? Its funny what only player and pirates know how to use blueprints, but rest of factions is not, and I'd like to have more options to affect the sector. Also I think its might be expanded to other faction as well, so they can teach sold blueprints, but limit it by their doctrine, like if faction is Midline, it will teach only Midline blueprints and so on.

Second about alliances, I think cool ideas, raise relation with faction for all factions of alliance which player joined, lets say you want some faction to join your alliance. And another idea, is simple alliance relation, like when faction joins alliance, they have shared relationship with all other factions, and work like one faction in this regard.

And about relations, some mods force max relationship between two faction, I think cool idea to make game more random is option to ignore max relationships. Also about options, I think good one is marine multiplier for invasions, and option not to send futile invasions, where faction sends invasion force less than needed for capture.

15
Mods / Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
« on: September 13, 2022, 11:54:55 PM »
Got crash related to prv lab at the start of the new game:
Spoiler
1074952 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at prv_kylan_ryak_station
1074952 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.4
1074952 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.25
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.15
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added admin at [prv_kylan_ryak_station]
1075538 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at campaign.submarkets.prv_labmarket.addResearchShips(prv_labmarket.java:195)
   at campaign.submarkets.prv_labmarket.updateCargoPrePlayerInteraction(prv_labmarket.java:176)
   at stelnet.board.query.provider.MarketProvider.updateSubmarkets(MarketProvider.java:71)
   at stelnet.board.query.provider.MarketProvider.updateMarket(MarketProvider.java:55)
   at stelnet.board.query.MarketUpdater.updateMarket(MarketUpdater.java:86)
   at stelnet.board.query.MarketUpdater.advance(MarketUpdater.java:47)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Mod order was pretty much same I used always and was stable, but I disabled some faction mods, and added Osiris Mod, and swapped Arthrs Pirates But Epic with Arthrs Faction Blender SUPREME version of it (Mods which blends the factions, pirate ones gives to pirate all faction ships, the blender do this with all factions, supreme versions also adds stuff like Tesseracts and such to roster)

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