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Messages - itchylol

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1
Before I did this, Paragons could beat Onslaughts in head on combat which is quite outrageous given the Onslaught's specialization.

Uh... what? A paragon uses 50% more dp than an onslaught... if it couldn't beat it head on it would be garbage. Onslaughts are already really good, no buffs needed.

oops, forgot about that when i complained about the balance. i modded the game to have basically unlimited deploy points for everyone. in big fights all 80 ships enter the battlefield at the same time, the way its meant to be

2
Before I did this, Paragons could beat Onslaughts in head on combat which is quite outrageous given the Onslaught's specialization (also the TPC is weaker than the autopulse laser which is quite unfortunate). With this change the Onslaught truly feels menacing to fight with and against. The unending barrage of long range attacks fits the name. When you're getting shot by one, it's even scarier because you know they won't run out of ammo, and they're not even generating flux from shooting. The only way to survive is to get out of the way. Meanwhile when you're using the Onslaught, it feels so powerful to fire endlessly without any ammo or flux concerns. It's also quite a flex when you're at 99% flux to just hold fire for all other weapons and turn off the shields, while still firing the TPC. I've played with this change for a while and I don't think it made the Onslaught overpowered.

Weapon data file is in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\weapons\weapon_data.csv

3
Mods / Re: [0.95a] Audio Plus 1.1.3
« on: November 04, 2022, 11:42:23 AM »
Loving the mod, I would like it even more if there was an option to never have the campaign music interrupted. Right now the music changes when you go from hyperspace to a solar system (or vice versa), when you open your fleet/inventory screen, dock at a colony, interact with another fleet, etc. I like the music but hate that it gets interrupted every 20 seconds.

4
When I tactical bombard an enemy colony that is about to send vengeance fleets after me, it doesn't stop the vengeance fleet from spawning. Is this intentional?

5
Suggestions / Committing crimes should give +reputation with pirates
« on: December 28, 2021, 04:48:08 PM »
For example, trading illegal stuff on the black market, raiding colonies, and intercepting trade fleets. It makes sense that committing crimes would make pirates respect you more.

6
Thanks, that resolved the crash. Will it make the vanilla campaign impossible to complete, or is it still possible? Or was it impossible to begin with due to Nexerelin random galaxy?

EDIT: it was impossible to begin with, resolved on unofficial Discord server

7
It's still crashing with the same starsector.log message even if I use the console command, is there another fix?

8
Mods used:

{"enabledMods": [
  "$$$_trailermoments",
  "pantera_ANewLevel40",
  "adjustableautomatedships",
  "adjustable_skill_thresholds",
  "clearCommands",
  "chatter",
  "lw_console",
  "lw_lazylib",
  "MagicLib",
  "nexerelin",
  "old_hyperion",
  "speedUp",
  "audio_plus",
  "shaderLib"
]}

End of starsector.log file:

26329 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetData.setCommander(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.setCommander(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.missions.hub.HubMissionWithTriggers$1.doAction(HubMissionWithTriggers.java:2406)
   at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.runTriggers(BaseHubMission.java:1165)
   at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.checkStageChange sAndTriggers(BaseHubMission.java:1151)
   at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.advanceImpl(BaseHubMission.java:791)
   at com.fs.starfarer.api.impl.campaign.missions.DelayedFleetEncounter.advanceImpl(DelayedFleetEncounter.java:625)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)
26421 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [Atmospheric_Rise.ogg]
26421 [Thread-9] INFO  sound.OooO  - Playing music with id [Atmospheric_Rise.ogg]\


I had been playing with these mods for a while, the last mods I installed were A New Level and Adjustable Skill Thresholds but I had been playing with them enabled for about an hour with no crashes. My save is lategame and I'm playing with Nexerelin random galaxy start. My last notable activity was doing a quest for the modded Remnant contact. I have also acquired the Alpha Site ship from Vanilla Starsector, though I don't know how the vanilla campaign interacts with Nexerelin random galaxy. It crashed when I approached a Luddic Path colony, but I don't think it's caused by that as it crashes even if I run away from the Luddic Path colony.

My save file: https://drive.google.com/file/d/14_ZP1NGBukQmnLQVmO4NOxt4lCu3KwQJ/view?usp=sharing

The save consistently crashes around 3 seconds after loading.

9
There are two major issues I have with Starsector, the first is overcomplexity and the second being anti-fun mechanics. There is way too much under the hood number crunching. What do I mean? For example, the things that can modify the damage of an attack in combat (not including the base damage of the weapon):

Your flux (if you have the perk for energy weapons),
your passive damage perks for piloted ship,
your passive damage perks for all ships,
the enemy ships armor,
how much of the armor has already been destroyed,
whether or not the enemy ship officer has armor strengthening perks,
whether or not the enemy ship has armor D mods,
damage type of your weapon, etc. 

It's insanely complicated. An attack with a 100 damage explosive weapon could deal 120 or 250 damage to armor depending on circumstances and there's no way for a human to calculate that number given how many factors there are. You just have to shoot and find out every time, since the factors change every time.

And that's just for damage. There are also many factors that affect other things like ship speed, maneuverability, shield efficiency and similar stats. This is very annoying because a player might for example remember that ship A can outrun ship B, so they, piloting ship A, try to chase down a weakened enemy piloting ship B, but then ship B is faster because the enemy officer has some speed perk.

The amount of passive buffs also leads to a boring meta where the best strategy is to stack passive buffs to speed, damage, and shield/armor/hull tanking so your ships have superior stats to the enemy.

Having buffs which are weak but everlasting is very stale, while having buffs which are temporary but powerful are exciting. For example, the accelerated ammo feeder which doubles rate of fire but is only temporary. It makes a battle more exciting and fun for both sides compared to if a ship just had a passive 5% bonus to fire rate for the whole round.

Also, a second issue: Anti-fun game mechanics. The biggest two are combat readiness and deployment points. Both are added to solve the problem that large fleets would easily crush small fleets. But there is already a solution: A large fleet is likely slower than a small fleet, and has to waste fuel on emergency burns to catch up, and they get very little payout for defeating a small fleet, so its not worth it anyway. Why make it even less worth it by making ships require supplies to recover CR and limiting the number of ships in play at once?

In addition, deployment points are unfun for even matchups between large fleets because if two massive fleets fight, having giant 30 vs 30 war is more fun than a 7 vs 7 battle while the remaining 23 ships wait for their allies to be destroyed so they can join the battle.

10
General Discussion / Re: Is there a mod to lower/remove overhead ?
« on: July 20, 2021, 05:59:55 PM »
Open C:\Games\Starsector\starsector-core\data\hulls\ship_data.csv and change supplies/mo in each row to 0. You can copy 0 to clipboard, highlight the entire column at once and paste to set them all to 0 quickly.

11
Do NPC faction controlled colonies build industries and buildings if there's room? I want to know whether or not I should invade colonies and sell everything except the spaceport before handing it off to a friendly faction.

12
I accidentally stumbled into a menu showing each faction's tags, such as ideological, corporate, hierarchical as well as a bunch of other stuff. How do I re-enter that menu? I can't find it again.

edit: nevermind, it's in Dipl Profiles on the map screen

13
Suggestions / More non-standard and weird ship active abilities
« on: April 06, 2021, 11:44:45 AM »
I love the mine laying ability, the system disruption, the short range teleport, the long range teleport, the entropy amplifier and probably some other ones that I missed. It's unfortunate those are limited to the high tech ships while other ships just get boring stuff like ammo feeder that just makes you shoot faster or engine enhancer which makes you move faster for a bit. Non-standard and weird abilities spice up the game and make it more interesting than just shooting stuff. I think low tech and midline ships should also have unique and interesting abilities.

Here are just a few ideas:

Weapon Overdrive: Force an enemy ship to shoot all its weapons non-stop for a few seconds. This can cause them to do friendly fire or help to overload flux.

Shield Overdrive: Force an enemy ship to raise shields for a few seconds. Can be used to assist in overloading enemy ships.

Energized Shields: Make shields do massive contact damage for a few seconds.

Dual warp: Switch places with a friendly ship of the same size (so frigates cant use it to teleport capitals around).

EMP Bomb: Deals massive EMP damage to all ships in a small radius, including the ship that used it.

Inversion: Instantly rotate the ship 180 degrees. Mostly useful on capital ships with low maneuverability.




14
Not really a gameplay affecting bug but it makes no sense from a lore perspective. Screenshot: https://i.imgur.com/XgU2u6f.png

15
Instead it says the contacts are on a size 1 colony controlled by Neutral. This is strange because if a colony with a contact gets decilvilized there's a special message for it, but not for destruction via saturation bombardment.

Screenshot after I saturation bombarded Donn and destroyed it: https://i.imgur.com/6ZmKuuO.png

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