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Messages - Waladil

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Mods / Re: [0.96a] AI-Retrofits
« on: December 07, 2023, 08:48:26 PM »
So I mean some of the things that aren't technically right or wrong, but are inconsistent; For example, when you open the fleet drone production window you have "salvage Drones" "survey drones" "raiding drones" "sub command node" and "improve an sub command node". There's only one capital letter there, in the second word of "salvage Drones". It would look better if they were all lower-case, or if they matched Starsector's standard arrangement of first letter capitalized. "Salvage drones" "Survey drones" "Raiding drones" "Sub command node" and "Improve a sub command node". It's just being consistent. Speaking of sub command nodes, they're referred to in that menu as sub command nodes while in other menus they're "Sub-Command Nodes".

There is one thing that may be purely visual but also could be indicative of a wider problem: The Population & Infrastructure industry (even the regular human one) is considered as created by this mod according to Which-Industry, and also displays the description as "<number> of people call <name>name home." It adds the word "name" to the end of the actual name; my size 3 colony named Bre reads "Thousands of people call Brename home." I don't know the technical side of modding, but I worry that changes to something as fundamental as the population and infrastructure building could lead to incompatibilities with other mods. Or maybe not! But the extra "name" should probably go.

(And I just want to re-iterate that I'm not here to make you feel bad or anything, I wouldn't have written this up if I thought it was terrible and a waste of time!)

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Mods / Re: [0.96a] AI-Retrofits
« on: December 07, 2023, 03:43:04 PM »
Hi, I just wanna say that I like a lot of the ideas in this mod but it really really needs a spelling, grammar, and style pass. It's quite obvious which things this mod adds because they're the ones with spelling errors or erratic capitalization. I'm sure not everyone minds, but to me its very jarring and off-putting.

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Mods / Re: [0.96a] Bird's Collection v1.4.9
« on: November 21, 2023, 05:34:50 PM »
I mostly reported this on the Unthemed Weapons Collection page, but I'm putting it here as well:
Phase Anchor as a default equipment on NPC ships can create some strange / wonky situations. I had to destroy a fleet with a pair of Alcotts, each of which had a Phase Anchor as default gear. Because I had to entirely destroy the fleet, I couldn't let it retreat (it was guarding a fortified cache), one Alcott retreated with its phase anchor and kept coming back. It only eventually died at 0% CR and 0% hull.

I think Phase Anchor probably needs a vanilla tweak, but I don't think it shows up on any NPC ships in vanilla. In any case, worth considering removing it from the Alcott or finding some other way to ensure it doesn't cause problems.

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Mods / Re: [0.96a] Unthemed Weapons Collection 0.61 (8/27/23)
« on: November 21, 2023, 05:27:44 PM »
Hi, got a half-bug half-mod incompatibility but it's mostly on this mod's side.

The problem is basically "fortified caches + enemy ship with phase anchor." I don't think there are any vanilla ships that have phase anchor by default, but it could happen in the future. (It's also kinda a problem with phase anchor on NPCs in general.)

I have a fortified cache that was guarded by a bunch of phase ships from Fay's Corporation of BirdWanderer's Bird's Collection. One of those ships has phase anchor by default, so when I fought them it emergency phased out. This means it retreated, and wasn't destroyed. Since it wasn't destroyed, I couldn't loot the cache. I had to re-engage over and over again and it just kept retreating. Luckily, at 0% CR and 0% HP it was finally destroyed instead of retreating.

There's definitely some problems here that run deeper than your mod's fortified caches, but the fortified caches make it an immediate possibility. It's not like an AI fleet where you can just let the one ship limp away and call it good, it's complete destruction or nothing.

Would it be possible to add some sorta "if NPC ship retreats, it's destroyed" flag to those fights?

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Mods / Re: [0.96a] Adjusted Sector
« on: September 23, 2023, 09:17:32 PM »
Just an FYI, it appears that there's no default settings.json anymore in the 0.6.2 version, which causes a CTD when the game tries to generate a sector (Due to JSONObject["AdjustedSectorConstellationSize"] not found). It's obviously fixed by just changing any of the presets to settings.json, but that step's not mentioned in any of the documentation.

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Mods / Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« on: September 24, 2022, 05:36:10 PM »
Hey, I found a bug that caused a NullPointerException relating to the Courier ports.

If you shipped something from a station (Haven't tested it on a planet yet, but I believe it cause the same issue), and then consequently cause decivilization on said station, opening the intel screen will cause a CTD with said NullPointerException.

This bug was causing crashes for me too. It took me a while to figure out what was going on. In my case, I had captured a small colony, it's original owners re-captured it, and then it decivilized. I didn't think anything of the deciv warnings because I didn't really care about the colony. You know until my game started crashing.

In my case, it was a volcanic world, so it happens to planets as well as stations. It may be worthwhile to note that the contract should have been finished before the decivilization occurred -- it was a one time contract to haul everything from the small colony to my central market world.

I fixed it by flying back to the planet and re-colonizing it without opening my intel screen. It seems like once the planet was re-colonized the crashes stopped.

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