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Messages - float

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1
Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 17, 2024, 02:57:12 PM »
I'm quite happy with Progressive S mods but I'd love to haev the ship recovery system from this mod. Many times I've known a battle is lost but don't want to retreat because I know I won't be able to recover lost ships. How hard would it be to have just this feature of this mod?

Ok, added a (partial) setting to disable the mastery system from this mod if you'd just like the miscellaneous stuff. You'll still have to manually disable the skill changes, though, as trying to programmatically do that would just be a pain considering how little of skill stuff isn't obfuscated. Instructions can be found in LunaLib settings.

On that note, full 0.9 changelog:
Spoiler

- Added "Replay Battle" feature
- Added option to disable mod's main features
- Removed VariantLookup stuff from save file
- Improved consistency of post-inflation sequence, everything is now seeded based on the commander's id
- Refactored LunaLib settings, this will reset them if you modified them
- Reduced the effectiveness of the "less DP if only ship of that type in fleet" mastery effect for frigates, destroyers, and cruisers
- Greatly increased the chance that a mastered ship with lots of MP will still gain MP when competing with other ship types for MP
- Mastery effect that grants range if no other bonuses are affecting range now works with ballistic mastery and gunnery implants
- Mastery effect that grants additional ammo if EMR and expanded magazines are both installed is now multiplicative
- Fixed minimum CR mastery effect causing auto-retreat when deployed
- Fixed converted hangar effects being randomly selected for phase ships
- Fixed adding S-mods to modules not subtracting MP
- Fixed issue where recovered ships would maintain enemy commander's mastery levels and selections until game load
- Minor optimizations
[close]



2
BUG: Cannot increase S-mod limit when you have exactly the amount of SP needed. Always need to have at least one more than the stated SP cost.
Thanks, fixed in dev.

3
Mods / Re: [0.97a] Ashes of The Domain
« on: April 16, 2024, 08:09:12 PM »
Very cool research UI!

I've noticed a couple of things that this mod does that are easy to overlook but may be unintended:
- It saves some obfuscated UI stuff to file. Fortunately, this doesn't seem to propagate far and is only limited to several "com.fs.starfarer.settings.new" instances, but this is enough to cause the game to crash if you try to save with devmode on and the game detects this.
- The Orbital Skunkworks facility is adding S-mods to *every* fleet in a faction, not just routine patrols, and it doesn't check for existing S-mods. I believe the relevant class is AodAdvancedHeavyIndustryApplier. This can cause some interesting behavior, such as Tri-Tachyon special task groups having up to 5 S-mods on each ship, due to that faction having a skunkworks industry and the fleet inflation listener adding S-mods to ships that already had 3 S-mods.

Edit: no source code provided for this mod, so I can't be sure, but it also seems like the S-mod applier isn't seeded properly if at all, causing different S-mods to be applied to the same fleet if you reload the game and interact with the same fleet, for example. Maybe not the biggest issue, but definitely noticeable when the fleet's inflater is seeded and returning the same variant on every inflation instance.

4
Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 11, 2024, 08:33:49 AM »
I think the author of BBPlus should be using getMemoryWithoutUpdate() instead of getMemory(), but again, I don’t have access to the source code, so it’s just a guess.

5
Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 11, 2024, 08:18:53 AM »
Looks like a blade breakers plus issue with whatever the “catastrophe core” hullmod is. No source code is provided for the bootleg of that mod so that’s as far as I can help you.

6
Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 11, 2024, 07:32:30 AM »
That looks like the sort of error you’d get if you started a save in 0.95/0.96 and tried to continue in in 0.97. The different Starsector versions aren’t compatible with each other.

Edit: If not, is there some sort of stack trace underneath the error message in starsector.log? I’d like to see that. Though this mod doesn’t touch anything to do with pirate bases so I’m having a hard time imagining how it could be related.

7
I still can't reproduce this with the Castella (LP), with or without the Best of the Best skill enabled. Can you try going to the refit screen for the ship that you're having the issue with, then going back to the S-mod interface? There is a stat mod that is being applied by the XP tracker hull mod that should be applying when you increase the S-mod limit of the ship, but maybe it isn't for you for some reason. Opening the refit screen should force that stat mod to apply if it hadn't already applied.

8
Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 10, 2024, 07:51:13 AM »
Interesting, do you have plans for feature which will allow either remove with some sort of refund, or maybe better, swap out smods, if I lets say want to redo ship completely, like making SO build into long range one and vice-versa? I like old Progressive Smods mod for just this feature alone.
Unless you're using random mode, in which case you won't be able to remove S-mods at all, level 6 mastery is fixed for all ship types and includes the ability to clear S-mods. It's not as powerful as it was in PSM, though, since you have to clear all S-mods and you don't get any refunds. I think it's easy to argue that PSM is *too* powerful, and the ability to swap out S-mods at will for negligible cost definitely contributes to that.

9
Is there a way to tweak combat xp over 200% in Lunalib menu?
No but you can lower all xp costs which effectively does the same thing.

Hello, it looks like some moded ships can't increase maximum S-mods.
Likes Voidwretch (Sierra) from Secrets of the Frontier prerelease 1.4 or some bootleg ship like Castellan(LP) from Tahlan shipwork bootleg.
Is this caused by PSM or by other bootlegs?
I don't use either of those mods, so it'd be helpful to have a more detailed description of what's going on. Do you mean the button to increase the S-mod limit doesn't exist, it exists but can't be clicked, or clicking it causes a crash/unexpected behavior?

Edit: just tested with Castella (LP) and it works fine on my end.

10
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.3 (4/5/24)
« on: April 09, 2024, 03:52:45 PM »
Hi float, ben enjoying the new weapons and just updated to the latest version. Game loaded but when I went to my ship listing I received a crash and though the log does not state which mod caused it, yours is the only one I have recently updated:

174101 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: particleengine/Particles$StreamAction
java.lang.NoClassDefFoundError: particleengine/Particles$StreamAction
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Class.java:348)
   at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
   at com.fs.starfarer.loading.specs.o00o.getOnFireEffect(Unknown Source
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: particleengine.Particles$StreamAction
   at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)

Sorry if this is not due to a change you made, but it's my best guess.

Hi, sorry for the trouble. 0.6.4 unintentionally added a hard dependency on Particle Engine, which I have fixed in 0.6.5. For what it's worth, I've learned my lesson with soft dependencies -- they're not worth the hassle to maintain.

11
Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 09, 2024, 02:12:31 PM »
Hello. Greatly enjoying the mod!

Had a bug where a mastery bonus for converted hangers showed up an a phase ship, which is weird since phase ships can’t install those (unless you use Better Vanilla Hullmods™). The ship was the Arkas from RAT.

Besides that had 0 issues. Thanks again for the mod!
Thanks for the feedback and report! Fixed this issue (and another involving a minimum CR effect) in dev.

12
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.3 (4/5/24)
« on: April 09, 2024, 02:07:27 PM »
0.6.4 changelog
- Updated some sprites
- Updated some visuals
- All bolt weapons: lowered volume, reduced projectile size
- Boltgun: DPS 70 -> 80
- Bolt Repeater: Ammo 20 -> 30
- Light Mining Blaster: each bolt now does 50 scripted damage to armor
- Needle Driver:
linger time 12s -> 15s,
fire rate 2s -> 1.8s,
max damage 400 -> 500, max attachments 16 -> 20
- Ultra Blaster: fire rate 1/5s -> 1/6s
- Ion Storm GMLRS: added 250 EMP damage on hit, EMP arc damage 500 -> 1000,
now only has a chance to spawn an arc on hull/armor hits depending on number of previous hits within 3 seconds,
fire rate 1/25s -> 1/20s
[close]

13
Mods / Re: [0.97a] Officer Extension (0.6.7)
« on: April 05, 2024, 09:13:52 PM »
After 0.67, the locate lvl7 officers command no longer give any results. I updated the mod in the middle of a playthrough, could this cause the problem?
I'm not noticing any difference on my end. I can still locate exceptional officers as usual. (FWIW, the only thing about that code that changed between the two versions is that I refactored it somewhere else, and I changed the return type, nothing that should have any effect on its output whatsoever).

14
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.2 (3/5/24)
« on: April 05, 2024, 03:01:07 PM »
Is it just me, or does the Needle Driver's explosion taking 12s feel too long for anyone else? (Totally possible that its just me/my mod list that results in that, this isnt a rhetorical question.)

IMO, halving it down to 6s or something might help, that also shouldnt affect balancing (too much) since it also more difficult to stack up to max explosion damage.
I think it was fine, but I've tweaked this anyway -- it'll now auto-explode if you reach enough stacks to get to max damage.

Full 0.6.3 patch notes:
Spoiler
Configured Ultra Blaster, Mining Laser Mk.2, and Light Mining Blaster as Nexerelin-capable mining weapons
Cluster Mine Launcher: Ammo 10 -> 8, split arc 30 -> 45, added slight randomness to explosion trigger
Electron Torpedo: reduced damage to disabled components by 25%
Spiker SRM: Burst DPS 112 -> 93.3, OP 5 -> 6
Bloom Torpedo: Ammo 1 -> 2, OP 2 -> 3
Bloom Autolauncher: Max ammo 2 -> 3
Ion Storm GMLRS: Flux / shot 75 -> 50
Stinger Swarm Battery: Range 1600 -> 1800, Refire 12s -> 10s
Voidcannon: efficiency 0.33 -> 0.3
Bolt Repeater, Boltgun, Bolt Streamer: efficiency 1 -> 0.9
Bolt Streamer: DPS 269 -> 249
Needle Driver: Range 750 -> 800,
fire rate 1.8s -> 2s,
removed EMP damage from projectiles,
reduced explosion damage to 25 per / 400 max (down from 50 per / 500 max),
added equal EMP damage to explosions,
projectiles now immediately explode if >=16 are attached at once.
Graviton Array: OP 22 -> 20
Void Ray: Capped hard flux proportion at 50%, somewhat increased time damage takes to go from 350x5 to 1750x1 post beam convergence
Ultra Blaster: number of secondary explosions fixed at 5, now has a chance of triggering when hitting shields depending on target's hard flux level
Splintergun: greatly improved accuracy
Heavy Railburst flux efficiency 0.9 -> 1
Heavy Demolisher flux efficiency 1.25 -> 1.2, OP 13 -> 14, ammo 8 -> 6
Demolisher Cannon flux efficiency 1.25 -> 1.2, ammo 4 -> 3
Spreadfire Cannon flux efficiency 0.8 -> 0.7, range 850 -> 700, damage 80 -> 75, ammo 50 -> 60, OP 14 -> 12, spread 24 -> 30, slightly lowered fire rate
Mortar Screen max spread 25 -> 15, OP 8 -> 7, changed role to Anti Armor (wasn't really great against fighters)
Pummeler damage 450 -> 175, fire rate 2/s -> 5/s, flux efficiency 0.28 -> 0.26, fire rate decays faster after not firing
Rail Ballista damage 900 -> 600, OP 30 -> 27, damage / second and flux efficiency unchanged
[REDACTED] damage 800 -> 900, DPS 400 -> 360, efficiency 1 -> 1.2
[REDACTED] flux/shot 4000 -> 3000
[REDACTED] damage 750 -> 800, DPS 625 -> 533.3, efficiency 1 -> 1.2, full charge damage 12000 -> 10000, charge flux/s 750 -> 600
Fixed [REDACTED] sometimes dealing its damage twice if multiple were installed on one ship
Fixed weapons with "limited charges" text not showing modified charges
Fixed weapon caches potentially showing up in THEME_CORE and THEME_HIDDEN worlds
[close]

15
Mods / Re: [0.97a] Officer Extension (0.6.6)
« on: April 04, 2024, 06:51:38 PM »
Really enjoy the mod so far, would it be possible to get a button to unassign all officers currently assigned to ships?
Don't think I can fit such a button anywhere, maybe an invisible hotkey could be possible. Are you aware that you can quickly unassign an officer by right-clicking its portrait in the fleet screen?

Love this mod. Would like if you could also change how many skills an officer could select from upon level-up as I would prefer to have all skills available than promote/demote until I get the one I need.
I'd consider it but it does feel more cheaty than QoL. It also defeats the purpose of the demotion system if you could manufacture the perfect officer every time, as there'd be no benefit to removing select skills over just hiring a new officer knowing that they can learn whatever you want.

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