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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 - Teyren

Pages: [1]
1
Suggestions / Re: Small adjustement to tri-tachyon crisis
« on: Today at 01:36:10 AM »
I agree wholeheartedly, I was surprised myself when it didn't appear after asking Arroyo for advice.

2
Mods / Re: [0.97a] Ashes of The Domain
« on: March 26, 2024, 11:26:33 AM »
Hm, even after deleting the old module and replacing it with the new one, cryorevival facilities still won't appear. Do I need to move the cryosleeper at least once first?

3
Yeah, there isn't a lot of direct user input, a lot of it can be guess and go in vague terms. One I do remember from another player is that they seemingly never brought up the tool-tip on the "blowback" modifier, and complained about how it was frankly impossible to remove inspector fleets. This is of course due to the way you remove inspector fleets is by not engaging them at all, and waiting for the gauge to fill out faster to spawn the "crisis fleet". This can be somewhat unintuitive to say the least, and only leads to a break in immersion if they constantly kill fleets non-stop on a misguided crusade. Though likewise once you are familiar with how the system works, you spend your time trying to increase the bar as fast as possible, even if that means deconstructing military bases to do it. Adding a "Instigate Conflict" button to increase the bar by a flat amount, and/or increase the progress cap for a period of time would at least point to the player that eventually filling the bar is a "goal", even if they don't use it. Of course, they'd need to really avoid reading the "virtually inevitable" part of the colony crisis system, but I'm not going to expect every new player to understand "often opportunity" as "let the crisis happen".

I do agree about the difficulty spike along with the pacing, I got the notion that some of these crises weren't meant to be won if you didn't avert them, the Pather Crisis Fleet especially. Though with the use of save-scumming I cheesed all of them, since players tend to have this odd aversion to losing. Honestly engaging in some of these battles I wouldn't of engaged unless forced to surprised me with my capability of using what I had within just my fleet, or outside the box at times. Now to also be quite clear, I enjoy this leagues above the system previously where we had to non-stop deal with colony threats as a chore. Even without Kanta's Protection or the Planetkiller plot thread, we no longer need to babysit our colonies constantly as a requirement lest they decivilize. Only someone who cares about min-maxing outputs needs to tend to pather/pirate bases as we all have been required to do before, and actually engage in battles/content in the wider sector with the Pathers/Pirates being a beneficial optional engagement (excluding the crisis event). This system also has far greater narrative element to also give bigger impact behind the fleet battles we are having as well, though outside of the colonies themselves they seem to have little wider impact at all (I suspect the future will change this though). I hope the pacing can be stretched a bit longer in the future as new content is added to provide for it.

4
Mods / Re: [0.97a] Ashes of The Domain
« on: March 25, 2024, 01:13:10 AM »
Whenever I attempt to bring the context menu up on "Farming - Industry", my game crashes. Improved Fertilizers is researched, it happens on any colony with the farming industry, monoculture plots do not cause a crash, and happens at or away from colony. The mods Industrial Revolution, Grand Colonies, Substance Abuse, and TASC are also being used, not sure if they also touch pre-existing industries though. Issue was actually outdated cryosleeper module, updated to newest version and opening farming context menu no longer crashes the game. I'll remember to always keep my mods up to date.

Spoiler
88151 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.ReawakeningFacility.notifyBeingRemoved(ReawakeningFacility.java:108)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at data.kaysaar.aotd.vok.campaign.econ.listeners.AoTDIndButtonsListener.validateUp gradeOption(AoTDIndButtonsListener.java:255)
   at data.kaysaar.aotd.vok.campaign.econ.listeners.AoTDIndButtonsListener.getIndustr yOptions(AoTDIndButtonsListener.java:56)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.getIndustryOptions(ListenerUtil.java:373)
   at com.fs.starfarer.campaign.ui.marketinfo.OO0o.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.r.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.\D200000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.r.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

You've made a great mod, especially the colony events. The story interaction with other factions shaping local colonies is especially the key aspect which interests me so much with it.

5
Suggestions / Re: Cryosleeper Buff
« on: March 19, 2024, 12:17:15 AM »
I think all of you are missing quite an interesting interaction here, let the gate hauler move the cryosleeper. It's for hauling big things after all.
Not missing anything. Gate haulers self destruct once they deploy their gate. That's why gates tend to have salvage fields around them. The same thing happens with the gate hauler you can control. Once you tell it to deploy, you can watch it move into position, deploy the gate, self destruct, and a big salvage field appears.
Ah, haven't interacted yet with the gate hauler mechanics in-game yet, and the wiki was non-descriptive regarding it, thank you. Other suggestions regarding allowing cryosleepers to be repaired with transplutonics to allow movement would function better then. Regarding comments about whether cryosleepers have FTL capabilities, I don't think it would be necessary to move the around... necessarily. You could have cryosleepers cause a gate to guarantee to spawn in-system where they are, and allow a repaired cryosleeper to travel to another gate system using a MacGuffin Janus Device. Of course, it'd be simpler gameplay wise to bring up a screen like the gate hauler, select a destination, and then have the engine "burn out" at destination or something. Perhaps requiring further repair or investment to move it again.

Somewhat off from the topic of the issue of the player getting good placement from the cryosleeper, it'd be nice for "end game" interaction with it, like a conclusion. There's a short comment about the effects of having a bunch of Domain-era population suddenly being brought into a post-collapse society. I think a good way to explore that would be through the new colony crisis system, but this time under the auspice of player agency rather than external forces. One thing that's brought up recurringly in suggestions/mods is cryosleepers allowing you to increase the colony cap, though suggestions regarding its implementation varies a lot. My suggestion is adding a colony item which increases the colony cap by +1 for the cryorevival structure, which can't be removed after a certain percentage of growth to level 7 has been achieved. This, however, opens a new colony crisis to trigger which will start building event progress, and introduce a series of issues and story quests the player can choose to engage in, or disengage in, each with their own consequences. Such as, for example: frontier administrators, some of those awakened might not be who they say they are, some of them might be political cast-aways "promoted" unto a new role, some of them might be retirees who thought to give it a go in the next age. All of which have one thing in common, they're awake now, it's time for people to start listening to them rather than you. Though if you convince enough of these "officials", some might lend their services. The Hegemony might start calling, asking for "key personnel" to be "returned" to their custody, specifically battlegroup retirees HEGINT managed to tag. TT intercepts this request to proffer their own in turn, and now you're arranging a bidding war for people's lives. Market modifiers might also come into play depending on which events trigger, Luddic Majority being a key one, and how the colony deals with the two mingling. These examples can go on forever, which in of itself can be a problem since, you know, writing, but an avenue for future content is there even if it needs to come after the core narrative is complete. Though even with the sleeper crisis narrative excluded, being able to create a "unique" colony with an expended colony item would provide a gratifying effect for the player gameplay wise. Regarding the colony item's fluff, perhaps a sub-AI system designed to distribute itself into a colony's network for the mass management of large influx population, and resulting expansion of infrastructure. The problem is while the base sub-AI is capable of management of persons down to an individual level, it has a certain, hard-coded, and Domain-centric, outlooks which cannot be overrode... unless you were to substitute said sub-AI for something a bit above level. I'd continue another paragraph on to this, but I feel as thought it's starting to become tangential somewhat.

One issue why I believe the developers just haven't made the addition of cryosleepers increasing colony cap, is because it adds a narrative issue beyond gameplay. Having millions of Domain-era people just appear in the sector, people who are likely to find access to freedom of movement in the sector, leaves an odd plot hole of sorts. Perhaps for the main storyline they can introduce needing outside expertise which no longer exists among the sector, but might within the vaults of Nomios, which could then lead to needing to gain access to a cryosleeper. This could introduce to the cast of characters someone who can give a glimpse on what Domain life was like during their time in history, their outlook, and how what derives from that outlook might still affect the sector in the form of the Hegemony. It would also help closer tie the sleepyheads in with the rest of the sector's wider narrative, and how they effect it.

6
Suggestions / Re: Cryosleeper Buff
« on: March 17, 2024, 01:30:51 AM »
I think all of you are missing quite an interesting interaction here, let the gate hauler move the cryosleeper. It's for hauling big things after all.

7
Suggestions / Re: Make Distress Calls Worthwhile
« on: March 14, 2024, 01:52:39 PM »
Having a Luddic Church Pilgrim Fleet be a distress call scenario would also be really nice option if the distressed star system has a gate present, perhaps they're being engaged by pirates. This would open an ally battle for either Pirate-players or Independent/Church-aligned players, perhaps if you're cooperative/friendly with the luddic path you can open unique dialogue with the pirates to resolve it peacefully, or other interesting interactions. Independent Tri-Tachyon Surveyor being attacked by Luddic Pathers, is another possible ally battle. I think something like this could be interesting because it'll involve including ships you usually wouldn't see together so often depending on the player's loadout compared to their chosen ally. Usually the distress beacon is all about fuel or supply, but it'd be neat if distress call scenarios also include hostile engagement beyond just pirates juking you on the hyperspace tunnel (which is pretty nice, since the player has the capability of being smart to avoid it while still responding to the distress signal).

8
Going through the main Galatia storyline when I reach the part about finding the Ziggaurat, and I need to find Kelise within a specific system. So I head to a slipstream and encounter a curious nascent gravity well in the middle of hyperspace, which I then transverse into. Boom, I'm at Alpha Site, picked up the Hamatsu and left. It seems this skipped a portion of the questline by accident, I already saved over everything, and heading to the system Kelise was last spotted at only leaves a static probe object which has zero interaction besides the ability to get some fluff text from it. The probe doesn't despawn after interacting with it, so I assume this was the skipped story object. I assume this is a skippable because it's perhaps not important, and is pacing you towards progressing though I wanted to double-check here if that's the case if I actually did miss out on key details/info.

9
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 30, 2021, 09:02:08 AM »
Are all Methane Worlds meant to have the Habitable tag, or is that another mod causing it?

10
I don't know of any modder who allows CH on ship modules.  I've certainly blocked it, even on modules that are, for the purposes of hullmod budgets and such, non-frigate-sized.

I actually recall of one instance in The Galaxy Tigers mod where CH was allowed on two ship modules for The Kandorig, but they had a unique hullmod function which prevented any fighter replacement, so the fighters could only be used as "one-hit wonders". So it's certainly not common since I've seen no other instances of module CH besides this one.

11
Suggestions / Catalytic Core Requirements
« on: April 11, 2021, 04:24:36 PM »
Catalytic Core should be usable on planets with thin atmosphere, but at lowered output. Similar to the Cryoarithmetic Engine, having a larger available possibility for use, while having lower output. Thin atmosphere could provide only 1 unit, or perhaps it increases metals produced by 2 still, while not affecting transplutonic production. While every player will still have a planet with no atmosphere for a Synchrotron, I think it'd be nice to still open use for the item.

EDIT: Also, while we're on the subject of special items, it'd be nice if Fullerene Spool countered the accessibility penalty from High Gravity (though not the hazard rating of course).

12
Had same issue occur, a pirate asked to bust a prisoner from my own colony. I accepted the contract wondering if I could just, you know, release them into my custody, but the only option forward is to spend 1 SP for 0% XP, forcing you to abandon the quest. As you colonize additional colonies, this issue becomes more prevalent with this quest. Would be nice if your colonies all had a Secretary you could talk to on the Comms Directory to deal with such issues, or just blacklisting player colonies as an option.

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