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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 - Jackie

Pages: [1] 2 3
1
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.64
« on: February 17, 2023, 07:57:26 PM »
1.64
- Additional Berthing S-Mod Added: Doubled crew capacity bonus and negates maintenance cost!
- Advanced Weapon Mount S-Mod reworked: +10% RoF for non-missile weapons!
- Auxiliary Fuel Tanks S-Mod Added: Doubled fuel capacity bonus and negates maintenance cost!
- Converted Fighter Bay S-Mod should correctly adjust for logistic hullmod limit!
- ECM Package S-Mod adjusted: Removed ECM immunity and added +1% ECM Rating!
- ECCM Package S-Mod reworked: ECM and flare immunity!
- Expanded Cargo Holds S-Mod Added: Doubled cargo capacity bonus and negates maintenance cost!

2
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.63
« on: February 14, 2023, 10:28:57 AM »
Hey there, seems to be a math error in Advanced Turret Gyros effect that is causing capitals to deal not +20% damage to frigates, but close to 20x. Have not tested this with other hullsizes yet.
Fixed in the versions after 1.6!

3
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.63
« on: February 12, 2023, 08:18:48 PM »
1.63
- Added Rugged Construction buff from 0.96a (Reducing supply cost to recover from deployment by 50%)!
- Added Faulty Automated Systems buff from 0.96a (Increases crew requirement by 50% instead of 100%)!
- Added no_drop to Neural Integrator and Neural Interface modspecs should not longer drop from 0.96a changelog!
- Adjusted Flux Coil Adjunct S-Mod wording to avoid confusion!
- Adjusted HSA paragraphing!
- Fixed Extended Shield being capped at 20x instead of 12x originally!
- Fixed Shield Shunt bug of not providing the right s-mod effect!
- Unstable Injector S-Mod bonus scales on hull size (25/20/15/15) from 20!
Is the Extended Shields S-Mod suppose to have a 20x bonus multiplier after 480 degree of coverage for Flux Cap (v1.62)? It was capped at 12x in v1.54 & v1.61; I don't see a changelog entry for it.

Also, I'm not sure if there is a discrepancy in the tooltip or an actual bug, but some ships seem to think they're beyond 480 degrees and indicate a full 20x Flux Cap increase in the tooltip, while others don't.

Other times, it seems like some ships use 2x Shield Upkeep to decide the Flux Cap Bonus.

The Extended Shields S-mod seems to have gotten several undocumented changes. Were these intended (20x max on Flux Cap)? Am I perhaps seeing some weird quirks of some mods (Max Bonus while under 480 degrees total coverage or using double the Shield Upkeep)?
It should've been 12x, was testing it with 20x to see how strong it would be. Fixed for now. I hope the discrepancy in the tooltip was resolved with this update.

4
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.62
« on: February 11, 2023, 09:38:11 PM »
1.62
- Adjusted Converted Hangar S-Mod to further revisions: increased recovered carrier replacement rate on cruiser and larger!
- Reworked Ballistic Rangefinder to 0.96a changes; removed s-mod effect!

Hey, nice to see the update. Looks like there is an ambiguity in either the description or the code for the new Converted Hangers regarding 1 and 2 OP cost fighter wings (because cost is rounded and they round to 0, so there is no penalty for a Talon wing). Sent a Discord DM with more details.

Hope this helps, this has become one of my favorite mods 8-)
Fixed!

5
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.6
« on: February 09, 2023, 07:35:09 PM »
1.61
- Fixed Advanced Turret Gyros S-Mod applying a 20x mult instead of a +20% bonus vs frigates!
- Reworked Converted Hangar completely to a possible change by Alex! Feel free to revert, built-in Converted Hangars are unaffected.
- Converted Fighter Bays S-Mod also reduces supplies to maintain.
- Operation Centers S-Mod also reduces supplies to maintain.

*looks at code*

Quite possibly; looking at the relevant stats.getDamageToFrigates() line, it is followed by modifyFlat, rather than modifyPercent (for all other getDamageTo<SizeClass> instances).

Changing that in the '\mods\Better Deserved S-Mods\data\hullmods\AdvancedTurretGyros.java' file to modifyPercent might fix it, but I'm not going to have the free time to test it.

Hey, I believe there's a math error regarding Advanced Turret Gyros.

Specifically Capital against Frigate.  It doesn't seem like it gets a 20% bonus.  It looks closer to a 20x multiplier.

https://www.youtube.com/watch?v=6hP5o9A303s
Thank you! Fixed!

6
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.6
« on: February 06, 2023, 07:41:13 PM »
1.6
- Advanced Turret Gyros reworked to 0.96a current change: damage bonus vs fighter/missiles and damage bonus vs smaller ship sizes of the ship!
- Converted Fighter Bay S-Mod will also reduce deployment point of the ship!
- Efficiency Overhaul S-Mod should properly detect if Phantom is a civilian ship and other ships!
- Expanded Deck Crews S-Mod reworked: +25% faster replacement rate!
- Heavy Armor now applies an increased maneuverability penalty as the s-mod penalty.
- High-Resolution Sensors: Changed cost to 4/6/9/15 (was: 9/9/9/15) and gave s-mod effect with 0.96a changelog!
- Nav Relay S-Mod reworked: Adds maneuverability based on the total nav rating of your fleet. Fighters gain +20% top speed and maneuverability!
- Shield Conversion Omni S-Mod reworked: No longer reduces shield arcs!
- Shield Shunt re-added as an S-Mod bonus with 0.96a changelog: Increasing the armor bonus to +30% armor!
- Recovery Shuttle reworked: Reduces the rate at which the fighter replacement rate decreases due to fighter losses by 40% when engaging! (You gain -50% when on recall in vanilla behavior!)
- Unstable Injector reworked: Increases the ship's zero-flux engine boost to top speed by 20!

That's unfortunate. Most of the logistics ships added by mods aren't civilian flagged, even in vanilla about 1/3rd to 1/2 of the logistics ships aren't civilian tagged either.

actually its not even just that, it seems its just tied to the presence of civilian grade hull, or militarized subsystems... Revenants and phantoms get the combat bonus whilst literally not having any guns, and getting the drive field bonus of the bulk-transport skill.
Fixed!
Hey, any chance of giving "shield shunt" s-mod buffs, atm the hullmod isn´t that good in vanilla as is.
I second this motion. Something like it’s armour increase set to 30% or 50% EMP resistance, because currently Shield Shunt is just begging the enemy to pepper your with torpedoes and missiles for the same amount of armour that armoured weapon mounts gives you.
Done!
A suggestion for the Heavy Armor mod: Since it's built in and (in theory) thus better designed to work with the ship then perhaps there could be a reduction in the maneuverability penalty to go with the reduction in protection?
Done!
I have two questions about the way the modifiers from Blast Doors are implemented.

From what I can tell the -10% Armor Damage Taken is added upon the existing modifier, for example if there is Impact Mitigation already. So with Blast Doors built in this should result in -35% or 0.65 modifier? This seems very powerful, maybe instead of deducting another 10 it might be better to multiply with 0.9?

And is the - 25% HE Damage Taken applied before the armor calculation to affect the impact of weapons, or after for the damage calculation only?

Both of these together seem to provide a lot of value to armor ships.
Should be a .675 modifier as they stack multiplicatively. the -25% HE Damage taken applied should be before the armor calculation.

7
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: September 30, 2022, 07:30:18 AM »
So I have a ship here with Augmented Drives and Makeshift Shield built in natively. The Augmented Drive gives it's bonus of -30% fuel use but the Shield does not give it's built in bonus, which would be fine if it was any other hullmod, but the -20% and lack of omni shield to then pair with the forward facing shield mod for extra area and flux efficiency really hurts the craft. I'm guessing it is not meant to work this way since one is giving it's bonus and the other is not.

Hi, I have forgotten to enable code for augmented drives to be unaffected. You can toggle BuiltInSMod to true in my data/config/settings.json to allow all built-in hullmods to act as if they have S-mod bonuses!

8
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: September 29, 2022, 10:01:31 AM »
This may seem like an obvious question by now but:

Does every vanilla hull-mod have a built in S-Mod bonus or are they're still some missing?
Some vanilla hull-mods are missing.

9
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: September 27, 2022, 09:13:07 PM »

10
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: September 27, 2022, 07:41:42 PM »
1.54
- Accelerated Shield S-Mod no longer has beam damage reduction!
- Accelerated Shield S-Mod now increases shield deployment and turn rate by +400%!
- Front Shield Conversion S-Mod now adds +25% extra arc!
- Omni Shield Conversion S-Mod now increases damage reduction taken by shield to 8%!
- Adaptive Phase Coils S-Mod provides 25% speed and acceleration while phased instead of reducing flux usage from phase cloak activation!
- Advanced Optic S-Mod no longer provides +5% Beam damage!
- Automated Repair Units S-Mod reduces CR loss from deployment and restore 15% hull and armor damage taken during combat at the end of combat instead of a hull damage reduction!
- ECM Package S-Mod grants +50% target leading accuracy to both fighters and ships!
- Heavy Armor's armor penalty when smodded decreased: 150/300/400/500 -> 150/250/350/450!
- Hardened Shield S-Mod now increases damage reduction taken by shield to 22%!
- Hardened Subsystem S-Mod now reduces malfunction chances instead of providing increased CR reduction!
- High Scatter Amplifier S-Mod now adds +5% Beam damage!
- Nav Relay S-Mod now provides +20% top speed to fighters!
- Operation Center S-Mod reworked: Granting DP reduction, ECM, and Nav rating when installed on the Flagship!

11
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.53
« on: June 26, 2022, 09:12:49 AM »
S-mods bonus of Reinforced Bulkheads seems have some bugs, sometime the bonus of reduce negative effects of D-mods works weird.
According to my observation some other D-mods also have this situation, but due to time reasons I did not do specific tests one by one, so I'm not sure if this happen on all D-mods.
Here is an example
I choose a Shepherd with Faulty Power Grid
this is the flux stats of it
[close]
When I click the hullmod, prepare to build in Reinforced Bulkheads, flux stats displays correctly at the first time
first time it works like this
[close]
then cancel that, click on it again, the bug appears
it doesn't work anymore
[close]
[close]
Thank you! I think I have fixed it in 1.53! Please redownload!

12
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.51
« on: June 09, 2022, 07:24:51 PM »
Hello. Have someyhing to report. Built in ECM does not remove the electronic warfare debuff. Have it s-modded and the weapon range is still reduced.

Other than that, really enjoying the mod. Thanks for making it.

Thanks! I have found out it is a problem with the game implementation, but I can implement a workaround for built-in ECM and ECCM Package. Thank you for your support!

13
Bug Reports & Support / ElectronicWarfareScript and ECCM Package Bug
« on: June 09, 2022, 06:14:40 PM »
A post made me investigate this issue: https://fractalsoftworks.com/forum/index.php?topic=22670.msg367257#msg367257

I had assumed the bonus was hardcoded to only ECCM Package, but this doesn't seem to be the case. ECCM Package does not reduce weapon range penalties from losing Electronic Warfare!

ElectronicWarfareScript seems to have currPenalty redefined again that ignores the ELECTRONIC_WARFARE_PENALTY_MULT!
Code
float currPenalty = penalty * member.getShip().getMutableStats().getDynamic().getValue(Stats.ELECTRONIC_WARFARE_PENALTY_MULT);
currPenalty = member.getShip().getMutableStats().getDynamic().getValue(Stats.ELECTRONIC_WARFARE_PENALTY_MOD, penalty);

I was able to fix this issue for the ECCM Package by replacing:
Code
stats.getDynamic().getStat(Stats.ELECTRONIC_WARFARE_PENALTY_MULT).modifyMult(id, EW_PENALTY_MULT);
with
Code
stats.getDynamic().getMod(Stats.ELECTRONIC_WARFARE_PENALTY_MOD).modifyMult(id, EW_PENALTY_MULT);

14
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.5
« on: May 25, 2022, 11:46:41 AM »
I don't know what Quality Captain does, but if a ship has rugged construction then that -17% and -20% should be /2, I will make a note to fix this tooltip issue thank you!

15
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.5
« on: May 15, 2022, 08:38:54 AM »
I found a problem about the ECMPackage.
When I set the {"BuiltInSMod":false} to true, and start a game to check the Omen's builtin ECMPackage, game will throw an error and crash.
Here is the log
273493 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.MissingFormatArgumentException: Format specifier 's'
java.util.MissingFormatArgumentException: Format specifier 's'
   at java.util.Formatter.format(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.lang.String.format(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at data.hullmods.ECMPackage.addPostDescriptionSection(ECMPackage.java:53)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Good catch! I have reuploaded the mod with the fixed file for you!

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