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Starsector 0.98a is out! (03/27/25)

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Messages - Lprsti99

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1
Mods / Re: [0.98a] AI Tweaks
« on: April 28, 2025, 03:09:06 PM »
Awesome, although funnily enough the bug morphed on me, now it works in subsequent battles without having to disable it beforehand, but instead it doesn't do the 'disable temporarily on right mouse click', it just immediately re-raises the shield lmfao.  Also I can confirm the Hypatia thing Archalieus mentioned. It's intermittent, like if I have four hypatias (hypatiae?) it usually only happens to one of them, and usually toward the end of a battle.

2
Mods / Re: [0.98a] AI Tweaks
« on: April 21, 2025, 05:38:32 AM »
Having an issue with the shield assist, where if it's toggled on when a battle ends, it starts enabled in the next battles, but it's nonfunctional - doesn't raise the shield, and if I raise it manually it doesn't control it at all.  toggling it off and on doesn't solve this, the only fix I've found is to make sure it's toggled off at the end of *that* battle, in which case it's functional again next time.  Possibly a mod incompatibility - if so, my immediate suspect is Puretilt's QOL pack, due to the shield facing settings in there.  I mainly use the qol pack for automatically toggling the transponder in hyperspace anyway, but also possible that something in the 0.98 update caused it maybe? Keep forgetting to try disabling the qol mod and I can't try now unfortunately, irl stuff going on (I only just happened to think to make a comment).
I have the same issue. I didn't use the QOL pack, but I think it's AdvancedGunneryControl 1.19.
Oh ***, you probably nailed it, I also run AGC. 

3
Mods / Re: [0.97/0.98] Galactic Constellate [Eng Translation]
« on: April 11, 2025, 11:25:39 AM »
Is this compatible with 0.98a? I tried it but it wont spawn :/

It's not a faction, if that's what you mean.

4
Mods / Re: [0.98a] AI Tweaks
« on: April 10, 2025, 07:43:40 PM »
Having an issue with the shield assist, where if it's toggled on when a battle ends, it starts enabled in the next battles, but it's nonfunctional - doesn't raise the shield, and if I raise it manually it doesn't control it at all.  toggling it off and on doesn't solve this, the only fix I've found is to make sure it's toggled off at the end of *that* battle, in which case it's functional again next time.  Possibly a mod incompatibility - if so, my immediate suspect is Puretilt's QOL pack, due to the shield facing settings in there.  I mainly use the qol pack for automatically toggling the transponder in hyperspace anyway, but also possible that something in the 0.98 update caused it maybe? Keep forgetting to try disabling the qol mod and I can't try now unfortunately, irl stuff going on (I only just happened to think to make a comment).

I haven't tried running the shield assist with QOL pack. It sounds very likely there's an incompatibility. I'll take a look at the issue.

Followup, I got around to trying it without QoL, and it's not the cause.  I can't even begin to guess what other mod is causing it, but if you don't mind a suggestion, perhaps automatically toggle the assist mode off when the battlespace is clear of hostiles?

5
Mods / Re: [0.98a] Emergent Threats/IX Revival v1.0.2
« on: April 05, 2025, 02:12:21 PM »
Weirdly, I spawned one in on a new run with the same setup as before, and it's not doing it.  Almost certainly a bad mod interaction, if it starts back up I'll try to figure out which mod is causing it

6
Mods / Re: [0.98a] AI Tweaks
« on: April 05, 2025, 11:15:29 AM »
Having an issue with the shield assist, where if it's toggled on when a battle ends, it starts enabled in the next battles, but it's nonfunctional - doesn't raise the shield, and if I raise it manually it doesn't control it at all.  toggling it off and on doesn't solve this, the only fix I've found is to make sure it's toggled off at the end of *that* battle, in which case it's functional again next time.  Possibly a mod incompatibility - if so, my immediate suspect is Puretilt's QOL pack, due to the shield facing settings in there.  I mainly use the qol pack for automatically toggling the transponder in hyperspace anyway, but also possible that something in the 0.98 update caused it maybe? Keep forgetting to try disabling the qol mod and I can't try now unfortunately, irl stuff going on (I only just happened to think to make a comment).

7
Mods / Re: [0.98a] Emergent Threats/IX Revival v1.0.1
« on: April 04, 2025, 08:52:52 PM »
Found a Hyperion EX, and it's automatically using its ship system on cooldown while I'm flying it.  Also immediately deactivates autopilot.  Maybe due to a mod interaction, but it's only this ship that's behaving this way. 

8
Mods / Re: [0.95a] AdvancedGunneryControl 0.9.2
« on: May 22, 2021, 10:34:05 AM »
Neat! Sidenote, update the versionchecker file to point to this thread instead of the old one next time you update :)

9
Mods / Re: [0.95a] AdvancedGunneryControl 0.8.5
« on: May 17, 2021, 09:19:09 AM »
Checking it out now, looks great so far! Also, update the readme to reference J instead of G for the gui  :P

E: Crash on getting in range of a pursuit target:

Code
2590849 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: weapon.spec.primaryRoleStr must not be null
java.lang.IllegalStateException: weapon.spec.primaryRoleStr must not be null
at com.dp.advancedgunnerycontrol.weaponais.AGCUitlsKt.isOpportuneType(AGCUitls.kt:82)
at com.dp.advancedgunnerycontrol.weaponais.AGCUitlsKt.isOpportuneTarget(AGCUitls.kt:64)
at com.dp.advancedgunnerycontrol.weaponais.suffixes.ConserveAmmoSuffix.shouldFire(ConserveAmmoSuffix.kt:10)
at com.dp.advancedgunnerycontrol.weaponais.AdjustableAIPlugin.shouldFire(AdjustableAIPlugin.kt:37)
at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.G.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)

Other than that, works a charm!

10
Modding / Re: Very Specific Beam cannon woes
« on: May 17, 2021, 05:59:54 AM »
I can't find the Numustri variant in the files. Did you mean the g variant with the Gigantomachia weapon? I'm looking at it right now and the code is strange.

Yeah, that's the one.

11
Modding / Re: Very Specific Beam cannon woes
« on: May 16, 2021, 12:09:02 PM »
I'm trying to basically re-create this, and thus have certain requirements that just...don't work ATM.

https://www.youtube.com/watch?v=vHDxYYHBDZE

The issue is the 9 second charge seqence and long cooldown. The problem with the charge sequence is two fold
- the animation. I really only need several frames for the entire sequence, but they have to repeat themselves. Standard method would mean I would have to have far to many repeating sprites. I know it's possible to customize with code, but I'm terrible at java. I learn best trough exampled. Any example code of something similar?

- the sequence itself. It should charge for 9 seconds, then fire at full strength; instead if starts fireing a weak beam that grows bigger, wider and reached max power after 9 seconds. Any way to change that?

- MAX beam duration. Any way to control it? Flux cost is unreliable.

Not a modder, but my brain immediately jumps to the Ristreza from Tahlan Shipworks, specifically the Numistri variant. It's got an inbuilt laser that can only be fired after the ship system is charged, which takes 5 seconds after activation, and lasts for 5 more at full charge. Dunno if you can tie your animation to something similar, might be worth looking into.  Also sounds like you'd want to make the weapon fire automatically, instead of just allowing it to be fired.

12
Mods / Re: [0.95a] AdvancedGunneryControl 0.8.4
« on: May 14, 2021, 11:53:13 AM »
This might be asking for a little to much customization, but it would great to be able to set a weapon for freefire use below a flux threshold, and then switch to its specified weapon role after.
For example, I  have a continuous fire PD weapon that uses a lot of flux, that I wouldn't mind being used for additional DPS while the ship is at low flux, but as the ships flux rises I'd only want it to be used for PD

Heh, I had the same thought (hi, scy hacking commlinks), but I generally make do with putting a few in a different weapon group with default targeting, and the rest on pd.

13
Mods / Re: [0.95a] AdvancedGunneryControl 0.7.1
« on: May 07, 2021, 07:46:49 AM »
On a different tack: how about preventing autofire of non-pd weapons at flux >= 80% (or whatever).  ship AI usually does a decent job of doing so, but just having the weapons on autofire will happily flux you out (I know you can just toggle weapon groups, but seems like a nice qol feature, so long as the effort:payoff ratio is there)

Yeah, that should definitely be possible! It would be simple enough to simply add a ConserveFlux or HoldFireAtHighFlux mode that expands on the weapon's base AI.
But I've actually been toying with the idea of "mode suffixes". That way, you could add a suffix such as "Flux<75%", "Flux<50%", "HE-Mode" (priorizite enemies with high flux or no shields), "Kinetic-Mode" (prioritize enemies with low flux/shields up) etc. to an existing fire mode. That way, you don't have to decide whether you want your Devastator Cannon to hold fire at high flux or target fighters, you can have both.

The control scheme I though of would be something like this: After you use NUMPAD# to cycle weapon group #, you can press the suffix-hotkey (e.g. "+") to cycle through suffixes for that mode.

Let me know what you think =)

Also, 0.7.2 just came out. IPDAI is now properly considered and fire modes that require PD weapons are skipped if there are no PD weapons in that weapon group.

Sounds good to me!

14
Mods / Re: [0.95a] AdvancedGunneryControl 0.7.1
« on: May 06, 2021, 02:29:35 PM »
I'm not sure if it's worth the time & frustration that would go into this for just a slight improvement to usability.

Unless you stumble over a silver bullet, I'm sure it won't be anywhere near worth, lol.  On a different tack: how about preventing autofire of non-pd weapons at flux >= 80% (or whatever).  ship AI usually does a decent job of doing so, but just having the weapons on autofire will happily flux you out (I know you can just toggle weapon groups, but seems like a nice qol feature, so long as the effort:payoff ratio is there)

15
Mods / Re: [0.95a] AdvancedGunneryControl 0.7.1
« on: May 05, 2021, 12:44:13 PM »
Oughta hop in the discord, I'll bet someone can assist with the gui stuff (new nex version has a nice game setup gui)

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