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Messages - Astrefernal

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1
Bug Reports & Support (modded) / Re: I want your help
« on: March 29, 2024, 02:15:30 PM »
For anyone else looking in this thread, it's a connection error of some kind. Crosspost from another thread:

Someone found technical details on the Version Checker failure here.
Unfortunately I don't have the issue myself and don't know how to (or even whether I can) fix it if I did. See if the MOSS and SMOL managers' version checks still work, if not you'll have to just look for updates manually.

I saw it, but I don't know what to do to fix it myself.

2
Bug Reports & Support (modded) / Re: I want your help
« on: March 29, 2024, 08:05:10 AM »
Got the same thing, tried the same method, did not help either.

I even have the version checker of the game itself in red too.

3
I got something similar. Whenever I play the game (reloaded save or new game) I normly have the mods in need of updates or not at the bottom.

I now have only 4/5 of them up to date, 3 not found and the rest (20ish) in red letters.

Even the version checker of the game itself is in red !

I can still play, but it bothers me that it happens. I even reinstalled the game and it's still bugged.

4
Is anyone using this with 0.97? Any incompatibilities or does it work fine after changing the version number in modinfo?

Work fine for me.

5
I can't deny this mod has good sprites/audio and creative mechanics, but I can't enjoy it because the shield piercing weapons makes them not fun to fight (as a casual high-tech main).

I originally downloaded an older version of the mod because I wanted to play with the omega boss it adds, only to get my high tech fleet absolutely steamrolled by the shield-piercing missiles. Yes i'm sure it was the missiles that were the problem, my monitor flamed out in like 2 hits and died in 8 despite fortress shield being on. Savescummed and retried the battle a few times, still couldn't beat it despite no bonus XP due to battle difficulty so I assumed the mod was busted and uninstalled. Months later I had an argument on discord, one guy couldn't handle the fact I have a different opinion than him and resorted to insulting me to cope, some other guy suggested I was playing an older version of the mod so I reinstalled and experimented with the console mod.

I still believe it's absurd how quickly the large missiles can kill frigates with good shields, like a hyperion or a monitor. You could argue they're frigates and could just dodge them, but if they flame out to say a claw fighter or ion beam arc, there's nothing they can do besides die in like 4 barracuda hits regardless of effective shield HP.

They're also a massive threat to Paragons once their armor is down, since 1000 frag damage ain't exactly small. Especially when paragon's method of countering burst damage (fortress shield) doesn't save it, and it's weapons have far less range than the barracuda. You can literally solo the sim paragon with just a barracuda. If this isn't broken, I don't know what is. Nothing in vanilla has shield piercing arcs this strong, besides Ziggy motes, but that's a lategame boss not your average cruiser. Discord has also argued sim battles "don't mean anything", not only is that straight up wrong depending on how you use the sim, but outside of a sim battle meant to test something you won't have one weapon and unused OP on a cruiser.

Not to mention there are also modded high tech ships that may have bad speed and armor, making them even more vulnerable to shield piercing torpedoes. For example, the Arachne-class advanced destroyer from Ship/Weapon Pack. Made of dollar-store quality tin foil as most high tech destroyers, it relies on advanced targeting core to not melt immediately. Barracudas turn it into a joke.

Keep in mind I'm not biased against strong faction mods. I downloaded the Hiver mod because I wanted a stronger enemy to fight, and I didn't uninstall it because they're fun to fight. Their weapons are intentionally overpowered, they are a challenge, but they don't cheese high tech fleets.

If shield pierce was fully removed from this mod then I would probably fall in love with it, but I prefer high tech fleets stay viable in my runs. But honestly I'm not expecting any changes at all, it seems unnecessary because I'm the only person who holds this opinion somehow. I just wanted to put this somewhere because people on discord seems to lose their mind when I complain about something that ignores shields being a problem for ships that rely on shields as a primary defense.

I haven't fought the Omega Boss in a while, but I think all it's weapons are Omega Weapons, wich are OP and/or shield piercing to begin with.

The large missiles killing frigate with good shields ? They are LARGE MISSILES. And them being OP with Ion weapons/fighters just mean they synergised well together.

The Star Fed is not an OP faction. From my experience, once they are invaded, they tend to fall fast. Not LC fast, but fast non the less. They may have good weapons, but their ships are not that tough besides a few outliers.

If the missiles are that much of a problem, I can only advise to either not use the mod or invest in point defense.

One question though : Do you use Star Fed weapons yourself since you play High Tech ? Because I'd though you would be glad to use them.

6
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 19, 2024, 05:50:00 AM »
I got a bug with the bounty for the MRC carrier ship.
I beat the whole fleet and the battle never finish, even if I've won.

I have to retreat and I can't get the carrier if I do.

EDIT : Same with the other bounty. I have to retreat to end the battle and can't get the ships. Even if there is no one left for them to fight me.

7
Mods / Re: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: March 11, 2024, 03:02:55 PM »
Can it be downloaded without the Malware ? Or is it a bust ?

https://fractalsoftworks.com/forum/index.php?topic=29432.0

The new (potential) caretaker of the mod posted a version without the Malware

Nice ! Thanks.

8
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 11, 2024, 03:01:34 PM »
I am playing with the mod in 0.97a.  After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?
There's two capitals that spawn as derelicts. Only the carrier one gives BPs, and eventually the general location of the other one. You can still find the other one though without finding the carrier if you are lucky.

Does the one with the blueprints always inhabit a
Spoiler
black hole system
[close]
?

I always found mine in one, so I'd say yeah.

9
Mods / Re: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: March 11, 2024, 02:58:11 PM »
Can it be downloaded without the Malware ? Or is it a bust ?

10
Mods / Re: [0.97a] Ashes of The Domain
« on: March 10, 2024, 12:05:41 PM »
I ran into a bug with the restauration of ruins.

I started a project and save to quit your game. When I reloaded it, the time for the project bugged out (from 152 days, it became -1). I'm now at -192 days and I can't start or stop the restauration project.

Edit : Got to -350+ days and still not finished, it also restarted to 0 and counting down to -19 after reloading the save at a later date.

11
This make 9 out of 21 baseline combats ships that do not benefit from their faction weaponry one way or another.
And it's bugging me...
Seems as though there are (choose only one) two short-term solutions to resolve the issue:

1. Change the 'BALLISTIC' mounts in the affected .ship files to 'HYBRID'.

2. Edit the .wpn files, i.e. add "mountTypeOverride": "HYBRID" to said files.

Having said that, the above is not thoroughly tested for any possible consequences.

Hum... Did not thought about doing that... Did not knew I could do that...

Thanks.

EDIT : Did it ! Even found how to change the front shield of the Kestrel into an omnishield !

12
Wait. I realised something disturbing....

I'm trying to do a pure Star Fed playthrough. As in : Only Star Fed ships, weapons and fighters.
And I realised that some of the average Fed ships ARE NOT compatible with the weapons of their Faction.

The Star Fed is mainly an energy based faction, with only 3 balistic weapons, and some of its ships can't equip the majority of the weapons, if any.

Here is a list of Base line ships (aka those you can find on the market) with this problem, I'm not including super ships or variants :

 The worst offenders, almost entirelly useless with only Star Fed weapons :
    - The Perseverance : all small weapons are balistic, the medium and large are balistic or composite.
    - The Resolute : Only balistic mount.
    - The Brava : All ballistic, and one small composite at the back.
    - The Hirondelle : 4 ballistic and 2 composites.

 Those are less hit by the ballistic problem, but it is still felt :
    - The Kestrel : the last change before the 0.97 has gutted this poster boy. The four small front weapons are left empty and the two medium on the side are left for the most useless part of the Fed arsenal. And it has the Build in Fed mod to boost energy weapons.
    - The Emerillon : One of the least hit with the problem, the two front small point can not be filled with Fed weapons.
    - The Cormorant : the 3 small mounts are ballistic, and the medium composite can't really compensate for it. I'm not so critical on the medium balistic since this ship is more of a missile platform, so the scrapshots actually work for it.
    - The Brane : 2 of the small hard points are useless, but the medium and synergy point can pull the weight.
    - The Byte : 2 useless small balistic.

This make 9 out of 21 baseline combats ships that do not benefit from their faction weaponry one way or another.

And it's bugging me...

13
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 06, 2024, 03:22:58 AM »
Stays forever. The condition is specifically meant to foul those planets since Independents aren't normally territorial and offering an easy colony system in every playthrough was something I wanted to avoid.

Ouch... A shame. Even more so with how hard it gets to make a player system without something trying to get you in 0.97.

First pirates. Easy enough.
Then Pathers because "TeCh Is bAd ! Reeeee !".
Followed by the League. "Join or else".
Use AI ? The Hegemony has something to say.
You produce fuel ? The Diktat raid your planets.
You have Industries ? Tri Tac want you to sign this contract without reading the fine prints.

Oh ! Forgot the Church "asking" for "volontary donations" to help protect the mass... Actually the lesser of those problems.

14
Mods / Re: [0.97a] Ashes of The Domain
« on: March 05, 2024, 05:27:32 PM »
My impressions on "Virtues of Society" : Nice addition. Just wish events were more common and that there was an intel thing to remind you that you had one. Also, the administrator from the new bar event in EXPENSIVE compared to others.

As for "Cryosleeper Options" : My game crash a few seconds after I repair one. I can move a few light years with it then BOOM ! Crash.

Edit : Nevermind, something else is causing the crash. Don't know what.

15
Take your time, your health comes first.

Just hoping to have the Kestrel back to small energy weapons... And with an Omni Shield.

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