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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - planeswalker

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1
General Discussion / Re: Ship pack mods that you'd suggest?
« on: January 25, 2022, 03:16:30 PM »
I personally find Ship and Weapons pack mod the most vanilla+ one without going overboard. I tried some others before but they either 1. don't add much, 2. add way too much or 3. goes beyond vanilla+.

2
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.31
« on: December 18, 2021, 01:47:20 PM »
Thanks for making this mod, its a good idea and makes using a story point alot more impactful.

3
Valkyries are civilian. Militarization doesn't change whether or not a ship counts as civilian. I honestly don't know if there's a clear-cut in-game way to determine whether or not a ship counts as civilian. Generally, any ship you might consider deploying in combat is not considered civilian, even if it has a civ grade hull (e.g. Venture)

I see thanks, reason why i ask is that in early game fleets, i would use ships like Valkyries and Geminis to 'add more meat' to my battle line while my actual fighting ships do the killing. So i guess not using them in combat would earn them traits etc in this mod.

4
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: December 15, 2021, 03:23:53 AM »
Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
There is a 'compatible version' on the starsector discord, you can find the link in one of the posts above, its not a full update though.
From what i've read Darkrevenent is working on updating SWP this month so if you can wait, might as well.
I've heard the contrary. As long as he'll be okay, we are still in 'interesting times', then I can wait basically forever.

I just searched on discord and he seems 'alive' and working on SWP? https://discord.com/channels/187635036525166592/310517733458706442/920473925064998942

Are there any other ways to download that version? Discord says "There are no text channels"

In the starsector discord there are many channels, find the one that says #tournament-chat. Once your in it, check for the pinned messages button at the top right of discord. Click on it and you should see a hilarious lobster, scroll down abit two posts and you should see a zip file called Ship_and_Weapon_Pack_Tourney.7z posted by DR

5
Mixing fighters and bombers is intended and optimal. Fighters provide flare screening against enemy PD. The only carrier worth using - Heron - has a ship system that benefits both, so no loss in efficiency there.

Because of the skill changes, pure carrier fleets are much weaker now, but mixing some carriers with your warships is very strong.

I see, ty for the info

Thanks for any tips/advice.
You can now select a ship (like your flagship) and command the fleet to Defend it. The fleet has a much better understanding of "stay out of my line of fire, arghgh!" even though it reduces their ability to strafe. Its amazing!

You missed the new(!) storyline, the changes to raiding, new easter-eggs, new ships, new skill tree... Dang there are a ton of changes in 2 years, enjoy!

Yeah i used to play every starsector update religiously for years except for the past two, the 'new' skill system didn't really interest me. Its nice they are linking the new storyline to the tutorial. Thanks for the heads up

As another said, mixing bombers and fighters is intended and optimal because of decoy flares distracting Point Defense. Heron is definitely not the only viable carrier, though (but Targeting Feed is pretty useful).

Key importance is carrier skills are no longer a per-captain investment and instead there's just two fleet-wide skills the player can pick up (whose effectiveness is buffed on a per-ship basis if the ship itself has an AI officer on it). They're in the first Leadership section, about the middle of the screen "Carrier Group" and "Fighter Uplink". Notably, I have yet to get them in my current run, so take my further advice with a grain of salt, but: in the previous version I considered the Target Leading Accuracy bonus on the now-defunct Strike Group(?) skill to be mandatory for carrier captains since it meant your bombers* wont(tm) miss. In accordance with my previous understanding of fighters, I'd consider Fighter Uplink, which took over the Target Leading effect from the old skill, to also be mandatory/high priority for a carrier fleet captain. Aside from that, and I think back in 0.8 (? the versions blur together for me, it's been a while so I cant remember if that was the carrier rework update) fighters were *much* too strong, but they play largely the same nowadays- aside from, obviously, being a little weaker than you may be used to as a result of much-needed nerfs/balancing. In my experience, though, they're still perfectly viable. The one issue they have, at least to me, is that there's no skill that directly buffs their damage (ex, Target Analysis doesn't afaik, and polarized armor exists now). So, with all the skills that increase a ship's resistances in various forms- while a ship captain has skills that effectively counter those defensive bonuses with their own offensive ones, fighters/bombers get the short end of the stick and simply become less effective against elite captains. This, however, can be mitigated by the fact that you have a full carrier-centric fleet and thus no lack of bombs to dump on them. There's no kill like overkill, after all.

If there's not so many missiles flying around you can't risk moving your own ship then you probably need more** :)

*less-so if you're not like me though since I use almost exclusively Khopesh, Perditions, and Cobras (speaking of, Perditions got buffed this latest update- now there's 3 per wing and they cost more OP)

**Exaggeration, but please do post images if you manage to pull this off

Thats alot of useful tips and info ty.

6
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.3
« on: December 14, 2021, 06:52:53 PM »
Might be a strange question but these S mods are for the human player only yes?

7
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: December 14, 2021, 06:47:38 PM »
Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
There is a 'compatible version' on the starsector discord, you can find the link in one of the posts above, its not a full update though.
From what i've read Darkrevenent is working on updating SWP this month so if you can wait, might as well.
I've heard the contrary. As long as he'll be okay, we are still in 'interesting times', then I can wait basically forever.

I just searched on discord and he seems 'alive' and working on SWP? https://discord.com/channels/187635036525166592/310517733458706442/920473925064998942

8
Hey all, decided to jump back into starfarer/sector after a two year hiatus. I've been reading here, the wiki and abit of the discord to get up to speed with the current version.

Now, i'm one of those people that love to use alot of fighters and bombers but from what i'm reading now, the way they are used as well as carriers have changed quite abit from 0.8. Are there any guides on how to use them now? I've read SCC's guides and others but they are more 'general' and don't go deep into how to use fighters, carriers, officers with them and what to avoid.

I've just been using my old tactic of using both thunders and khopeshs and throwing them at the enemy but i've also read that mixing fighters and bombers on the same carrier isn't efficient as the AI won't use them properly? I understand that carriers and fighters aren't as 'great' anymore due to skill changes for both player and officers?

Thanks for any tips/advice.

9
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: December 14, 2021, 06:34:40 PM »
Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
There is a 'compatible version' on the starsector discord, you can find the link in one of the posts above, its not a full update though.

From what i've read Darkrevenent is working on updating SWP this month so if you can wait, might as well.

10
Thanks for updating this mod, i have a odd question. Does a Valkyrie count as a combat or a civilian ship? Also if a civilian ship have militarised subsystems does is it still a civilian ship? What makes a ship count as a combat or civilian ship for the purposes of being forced to be in combat to start gaining traits?

I haven't touched starsector for more than two years now and i'm trying to get up to speed with all the new changes in base game and the mod. TY

11
General Discussion / Re: Recommend for some balanced mods?
« on: June 27, 2020, 04:29:12 PM »
Hi all.
My friend recommends me this game and it amazes me when combo with Nexerelin mod.
Now I am looking to add more weapon/ship/faction for a 2nd run. Any recommendation? Hope for something made with game balancing in mind.

Thank you!

I might be abit biased but this mod is the best 'Vanilla +' feeling mod which I recommend

http://fractalsoftworks.com/forum/index.php?topic=11018.0

This one makes your ships abit more unique and less 'samey'

http://fractalsoftworks.com/forum/index.php?topic=15321.0

Those 2 are normally what I recommend to new players who want a more vanilla and balanced experience. You have already played nexerelin though so to be honest you should be fine with most ship mods, there are a lot out there.

There are also 'utility' mods that either make your life easier by allowing you to cheat by giving you credits or spawning ship hulls and graphic mods that just make stuff look nicer.

http://fractalsoftworks.com/forum/index.php?topic=4106.0
http://fractalsoftworks.com/forum/index.php?topic=5444.0

https://fractalsoftworks.com/forum/index.php?topic=10982.0

HF

12
Ty for the easy answer. Welp hopefully next version will be more open to modding.

13
Piggybacking on this thread, is there a way to increase the total number of structures to greater than 12? Quite a few mods add additional structures and I find I fill out the structure slots a lot faster than the industry slots weirdly enough.

14
That solved it, thanks Timediver.

15
Right, only had time to get back to starsector and mini modding but I ran into a snag.

So I started as simple as possible, I made a entry in hullmods.csv. I copied everything from the augmented engine entry into a new line, then changed the name, id and the cost. I loaded up star sector with console command mod, loaded in the new 'technology overhaul' hull mod and fitted it on a ship. This works fine as I now had a +2 burn mod that gave me hullpoints to play with (negative cost).

Now I run into a snag, I made a copy of the AugmentedEngines.java and renamed it into AugmentedEngines2.java ( I want to increase the max burn bonus to 4 without effecting the 'vanilla' engine hullmod). I changed the entry in hullmods.csv to point to this new file and I tried loading star sector. It crashed and I got this in the error log.

Spoiler
13128 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.hullmods.AugmentedEngines2]
java.lang.RuntimeException: Error compiling [data.hullmods.AugmentedEngines2]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit 'data.hullmods.AugmentedEngines2'
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:172)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:214)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.hullmods.AugmentedEngines2' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
   ... 7 more
[close]
Could anyone tell me where I went wrong? I must have missed a step somewhere for adding a hull mod. Unfortunately the info I got from searching this forum only showed how to edit a pre-existing hullmod and not make a one from scratch. Thanks

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