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Messages - OperaWolf

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1
Mods / Re: [0.95.1a] WhichTMI 1.0.2
« on: April 19, 2023, 12:13:17 AM »
Just off the top of my head, it can show you the base spread values of a weapon which lets you decide if you need to put in Armored Weapon Mounts or slot it into a hard point to aid accuracy.

2
Thanks for letting me know! Unsurprisingly, it turned out I had forgotten a nullpointer check. I fixed the issue and released a hotfixed version: 1.8.0hotfix

Thank you for the update. And thank you for the mod; it feels so integral to the game now, I'm surprised it isn't vanilla.

3
Had a CTD. Finished a battle, chose to pursue the leftovers. My captain didn't participate; I used fast frigates. Chose to watch it play out instead of auto-resolve. While following (F) an officer-piloted ship, I pressed (J) to see if I could check their gunnery control setup. Pressing (J) caused an immediate CTD. There was a "cannot be null" error; I can't remember which one but it seemed like it crashed due to my trying to access gunnery controls while selecting a ship but not controlling it.

I can probably easily recreate it if you need the error details.

4
Modding / Re: [0.95.1a] ThirstSector - A Complete Portrait Replacer
« on: April 12, 2023, 12:34:45 AM »
Love the male faces. Look really good.

Female faces all feel very "generic pretty video game woman". Usually the first major culprit for that is that they all look roughly mid-twenties. Next up, every female character always has time for a perfect beauty routine.

Not advice; it's just personal thought. But age-diversity and imperfections add interest/realism/reference to a portrait. Example: A Hedgemony officer portrait might be pristine with perfect hair. A Pather probably would be more unkempt. Both tell a little more about the person.

Regardless, AI work on images is pretty impressive.

5
Can I make what I believe to be a small request and could you please add regenerating ammo on missile launchers to the vanilla weapons in the same way you did for this mod ?

that would make my day

That's likely well outside of what this mod would want to do. You're better off looking for a specific mod for that, just using regenerating missle systems from this or other mods instead of the non-regenerating ones from vanilla, or learning enough about modding to try it yourself.

Remember though that limited ammo systems affect balance. The cooldowns on Regen missiles acts as a pseudo limit by forcing you to throttle your usage. Limited ammo lets you either space your shots so you can take advantage of openings or burst something down (which then leaves that weapon useless). If you don't care too much it doesn't matter. But if you want it to be balanced (and not have your enemies slamming you with chain Sabots) there's some definite math and trial-and-error.

6
Mods / Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« on: April 11, 2023, 12:30:50 AM »
Enjoying the update. Really like the changes to the Wanzer Gantry. It's a great and unique way of making those carriers stand out. Finally wanting to use Wanzers again is great too. I like that the Warlust roams out now, it's a really great combo with the Avalanche. I do miss having a Wanzer that hangs out with my ship. Old Warlust was a pretty decent deterrent to frigates and fighters trying to flank you. New Warlust is definitely preferred though.

Weapons, not sure yet. Still messing with them.

New ship is good. It fluxes out pretty fast if you don't build it conservatively (AI seems pretty good at running it, though). Considering the Dampened Mounts and Missile Racks though, not being able to run a ton of high-flux stuff is very fair.

Like the changes so far. Thank you for the update.

7
Noticed a bug with the Isenoria/Rafflesia. The Rafflesia deploys fine the first time, but when it returns to dock it just circles the Isenoria endlessly. Had it happen every time I tried to use the ship, about a dozen or so instances total. Tried commanding the Isenoria myself, tried moving into the Rafflesia's flight pattern, no joy.

8
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« on: February 28, 2023, 12:09:17 AM »
Love the new sprites, and the redone faction music is great. Grammatical/syntax errors still pull me out when I play, but the text isn't the meat of the mod so not a big deal. Have yet to get home and really dig down into a new UAF campaign, but just at a glance you did a geat job with the update. Thanks for putting it out for everyone to enjoy.

9
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 29, 2022, 02:19:41 AM »
Upon further investigation, this is not a bug, this is how industries work in vanilla, when multiple industries produce the same good, only the largest producer is counted, since stacking industries like you propose would make it incredibly easy to generate absurd amounts of income.

Made sense to me when I first used it. I got the general intent from the tooltip right off - it lets you pull in some extra stuff if your colony doesn't support it naturally.

I'm not entirely sure how import/export works between colonies though. Is it the same way? As in, if Gas Giant A uses this Industry and generates 2 Food, does that mean anything if Terran World B generates 10 Food to import, overwriting the 2 Food Gas Giant A generates for itself? I guess just some added income?

10
Can someone explain supercomputers to me? Where would I get the AI cores to support them?

You build one on a (preferably very cold) planet and it buffs the output of all the other colonies in that system while it still has AI cores to feed on. AI cores come mostly from exploring the sector and salvaging old tech and exploring ruins you find out there. It does consume the cores it uses, but they last a decently long time and the building has its own dedicated storage tab where you can leave AI Cores for it to take, so you don't have to keep going back to it if you don't want to micromanage it. It's up to you if you think its worth it and if you think you can keep feeding it reliably.

11
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 21, 2022, 11:05:48 PM »
You know, speaking of the Garegga/Trihander, I'm not sure about the SILVERSWORD system. I like it on paper, but in practice the AI handles it somewhat randomly. Sometimes they constantly ride it to the line and it works out. Sometimes they use it when they need it and turn it off when they don't. Other times I've seen them just moving somewhere and flick it on until they blow up. I had one fight today where I had a Garegga moving to retreat. It was halfway to the map border, in empty space, when it flicked on SILVERSWORD and rode it until it damaged itself.

Dunno how shoi feels on it, but just from using them so often I feel like changing from a redline you ride (which is pretty fun when you, a human player, uses it, but dicey when the AI operates it) to just a system you can kick on that buffs you for a set period of time then shuts off and goes on cooldown might be a more reliable setup. It would still keep the "overheating/limit break" feeling the current system has without the added variance.

12
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 19, 2022, 05:18:31 PM »
How do yall build your Gareggas?

I usually keep about four end-game, two with officers, both Aggressive (Reckless would probably be fine as well). S-Mod Heavy Armor, Reinforced Bulkheads, and Hardened Shields, add Flux Distributor and ITU with OP. Breach SRM and Sabot SRM. I have a modded weapon on the head slot (Electron Rifle), but something Fragmentation or EMP would work. Your choice if it's slow and heavy or constant pressure.

Breach SRMs are great for softening up bigger targets due to their secondary property and are enough to finish Frigates/Destroyers if they're out hunting smaller targets. Sabot SRMs are mostly vulnerable on the way in, but since the Garegga is a knife-fighter they tend to go off as soon as they launch them making them really deadly. Even if they don't hit shields, the Sabot's EMP effect can cripple a ship, leaving it vulnerable to your heavy hitters. For the head I like Fragmentation just to take advantage of any open hull. Plus, Fragmentation tends to be pretty flux-efficient.

I have them Escort line ships at the start, then when everything settles out and the firing line is mostly stable I drop them off Escort and have them hunt anything trying to flank, or anything that's annoying. I build them tanky so it's pretty effective for me to give them some simple orders near the beginning and then forget about them until something small and annoying shows up. On my officer-piloted Gareggas, enemies rarely even make it through their shields, even on very long and very nasty fights (I'm thinking double Level 3 Vengeance Fleets).

To answer specifically how to handle Hammerheads and Sunders, I've never really had any issues so I'm not sure how helpful I can be. SILVERSWORD gives you a bit of a boost so you can catch them, and once you're on them, they've lost. Having a second frigate in the mix - or even some fighters - helps a lot since they suddenly can't just backpedal and beat you. If you're playing as a Frigate you want to take fights that 1) are low risk, high reward, and/or 2) force your target to choose between two bad decisions. If your target only needs to move in one direction to win without any downsides, it's a bad trade; you should back off and find something else. You're mobile. You can pick what trades you make quicker and easier than anything else, but if you over-commit you're going to explode.

13
Mods / Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« on: January 19, 2022, 04:46:21 PM »
ironically tho, the thing i like the least in this mod are the wanzers (versant doesnt count), they just dont click with me, and ironically imo dont really fit the faction at all

As a counter, I love the Wanzers. They and the look of the ships immediately drew me to this mod over others. Getting to play out old Gundam/Macross fantasies because of DA (and Arma Armatura) is a lot of fun and something you can't really get anywhere else.

14
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 19, 2022, 12:26:03 AM »
edit: nevermind, I just used a fresh zip from the OP and it works fine. Maybe try that, guy before me.

Yeah, I actually wound up starting a fresh save and tried rolling back to the version from AA's download link to see if I could get the Altagrave to work (and just avoid mousing the Aleste (S) tooltip). Weirdly enough, both the tooltip and the Altagrave now work fine. I have no idea why.

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Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 16, 2022, 02:48:26 PM »
Tried out the .jar you linked, wanted to give a short update on it. All of this is done on an in-progress save.

1) It did fix the issue with the Aleste (S) tooltip.

2) Not sure if this was something left over from before I installed the .jar or not since I never used one, but trying to put the Altgrave and its variants into combat/simulator causes a CTD. Error log below:

Quote
313859 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:252)
   at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.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(Unknown Source)

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