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Messages - Draconis13

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1
Mods / Re: [0.97a] Unknown Skies v1.0.3
« on: March 04, 2024, 04:00:53 PM »
When I saw this went up for grabs I was tempted to try my hand at adding and adjusting this for a 97 release. I came up with a new piece of art for the artificial planet and had an idea to adjust it to have a planetary bonus that reflected the runaway drone construction of the planet something like -1 to stability for the cyclopean endless city which gives endless hiding places for smuggling or illicit activity and some kind of production bonus to industry and/or mining due to the planet being constructed from hundreds of years of automated mining and refining leaving a chaotic landscape of prefab structures and excess material to exploit. I could not however get it quite to my liking being either too good of an auto pick even when heavy negatives were in place or too bland similar to the default defensive bonus which while good did not really do the concept justice. I was also considering making art for new planet types such as a partially blasted war world representative of rogue colonies during the domain era or battlefields of the AI wars or a wounded world where a habitable world had been partially destroyed by a failed planetkiller weapon and now had a large crater that had brought large amounts of magma up to the surface of a continent and heavily destabilized but not totally destroyed the worlds biosphere.

For the planet I did a 80% mask of sections of pixelated and downscaled satellite bits of industrial areas to make it look like the bots had built this cyclopean buildings and magrails the size of whole countries. Overlaid over the original metal texture to give it a bit more ruddy mettallic feeling, if you look close you can see some of the original details in the building clusters.

Please feel free to use/edit this as you see fit and let me know if you would like to collaborate on this further with new planet types.


2
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: March 01, 2024, 10:10:13 PM »
Been playing with this a bunch and was using RAT as well and while I liked the interactions some of RAT seemed really overpowered while some of UKS seemed ok. I got an artificial planet in my recent game and it just wasn't that great. Looking at the old sprite I whipped something together to make it look better. The idea was that large sections of the planet are gridded out with mega structures the size of small countries. With archology style conglomerations of different buildings built on top of each other for centuries. I also did the base layer over the original as a mask to add a bit more noise to it. However the planetary condition for defense seems to really not do the world justice as its been completely built over with this nonsense. As the mod has not updated in awhile it would be interesting to get going again but I wouldn't want to overlap with some of the existing other planetary condition mods but this mod is ripe for expansion and has been a staple for years and its robust code works perfectly in 97a.


3
I got this because thogs is not updated and hooboy big mistake. Seemed fun at first but now I got luddic path screaming in on my colonies with 3-4 of these Penance class drones with the big ram on the front and an orion device on the back, which would be fine if it did not also move as fast as a frigate when it wasn't boosting with the Orion device, one can take out multiple capital ships by just slamming in ignoring fire and emp then firing missiles point blank so they don't have time to get shot down by PD. I noticing something was amiss when some of the smaller ships in exploration fleets were absurdly tanky but these luddic ships are too much. several days of progress down the drain because of this mod as removing it breaks the save.

Edit: I just talked to people on the forums and I was informed that the values might be intentionally broken for heavy challenge when using heavily modded ships. Shout out to DrLunchmeat on the discord for suggestion instead of restarting you can just fix the issue in the ship data.

Here is a changeversion of the ship_data.csv with a toned down redstone and its luddic variant with 45 speed and 40 acceleration its still a mean brick of a ship but it no longer slams capitals around.

https://www.dropbox.com/scl/fi/3h2bj2yokauselesni55x/ship_data.csv?rlkey=x20689pko6m7j45mjrsh56dvc&dl=0

4
Mods / Re: [0.97a] The Asteroid ship pack 1.4c
« on: February 15, 2024, 03:36:10 PM »
So I love this mod and with the new patch I was thinking of adding it again but I personally didn't like how the new ships don't match the art style. So I sat down and made these alterations. As they are just remade with the base sprites feel free to use them as alternates or include them to the mod or whatever you want. I  went back and cleaned up the first two as the Fenrir needed some more minor details.




5
General Discussion / Re: What is your general take on v0.97?
« on: February 08, 2024, 05:14:55 AM »
The Terran and Barren/hot/minerals one were, the frozen/volatiles is next system over. If I am even going to be able to continue I am going to have to float 400+ days of ruined economy on two of them. 

6
General Discussion / Re: What is your general take on v0.97?
« on: February 07, 2024, 07:01:32 PM »
Been playing Starsector for ages now, back when mods like Tore Up Plenty were hot to have. Was streaming Vanilla and it has just been a horrorshow of a slog getting a colony up. I got a clutch series of early game items and a massive influx of cash due to multiple high value surveys, blueprints and industry items.

Taking my massive nest egg I invested in a tricked out Pegasus battleship as a fleet leader/flagship with a doom secondary to swap to as I needed to scale down my fleet for exploration and a several legion XIV including a legion and several eagles and enforcers. Looks good one of the meanest starts I have had in all my years playing this.

Everything just falls apart, pirate raids, tachyon raids, blockades, I join the league just to have a positive cashflow for my three boomtown worlds bountiful farmland terran main base, orbital lamp frozen world with plenty of volatiles and sync to make fuel and a low grav very hot airless world primed from my cryo engine and catalyzer for metals.

I ended up first editing my save to knock it down to easy for the first time in five+ years. Then when both my main worlds got hammered by mercs and I am looking at 400+ days to recover operations I just straight up hit dev mode and deleted the enemy fleets just to see the end of them. Not since early Nexellian where it threw 20+ giant fleets at you constantly have I felt so utterly helpless and unable to play the game. The battles were near impossible even with bring over 30 ships to try to out weigh the attacking fleets. so utterly impossible.

I told all of the people in my stream that for the first time I cannot reccommend the game in the state it is in now.

Can we please have competent AI and balanced fights where its not a constant uphill battle of trying to take the points with waves of disposeable frigates to try to call in enough backup to maybe get 40% of the enemy forces.

7
If you mouse over most of the ship mods something happens with the tool tip this it causes a huge error and crashes the game. I am pretty deep into a campaign and constantly get crashes as I accidentally mouse over mods while building other ships and mouse over an Arma Armatura ship mod. Meaning not only can I not use the ship mods abut I have to avoid scrolling over the majority of tool tips in this mod.

8
Yeah special sleeper start ships is giving me this crash error when I mouse over the tooltip

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
   at data.hullmods.armaa_SilverSwordHM.addPostDescriptionSection(armaa_SilverSwordHM.java:105)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)

9
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC1
« on: May 12, 2023, 12:55:55 AM »
Getting a crash as well related to a Maya bounty fleet.

ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [MSS_big_rotary] not found in weapon_data.csv
3679 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [MSS_Gandiva_S] not found in weapon_data.csv

Seems to be some issues with the weapons. I noticed one of the big energy weapons is only 200 credits without a description as well.

10
Tried it out got a few combats no problem but now whenever I get into combat including shortly into a new save it crashes, not sure exactly when it breaks but you can start fights right at start or a system over but after a short time this happens every fight and you crash.

112106 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
   at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
   at com.fs.starfarer.ui.newui.W.startBattle(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1204)
   at com.fs.starfarer.ui.newui.W$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

11
Glad to see all the hotfixes, I installed this for 9 awhile back and oof I had to eventually drop the game cause my faction sent out 20 maxed out revenge fleets from a recently captured market against me even though we were at 100 rep.

12
Mods / Re: [0.8a] Unknown Skies v0.2 (15/05/2017)
« on: May 26, 2017, 09:01:14 PM »
Definitely odd but in game that would be explained away as the planet has ruins, thus it was settled by the domain and subsequently lost along with its new terran-lite biosphere during the collapse. I think it would be neat to see more terraformed and failed terraformed worlds. Like one where the soil nanites borked up or the planet is covered in a mat of noxious algae scum that was supposed to kickstart the atmosphere. Lot of fun stuff to find. I think my favorite so far is when a world has pollution and the description. I can't want to see what odd encounters and inplace faculties we will find in subsequent versions. My big hope is we can tech raid ruins and deciviilized worlds for rare materials and items.

13
Suggestions / Re: Augmented Drive Field
« on: May 20, 2017, 10:10:54 PM »
A sort of side note from playing and the juggling of mods like this from last patch. Would it not make sense to have a mix of ordnance point types? Weapon, Mod and universal. Though a little more complex this would allow more ships with some of the lesser used mods. As it seems like packing on good weapons versus situational hull mods is the obvious choice in most situations. Especially on the larger ships where stocking fighter bays and guns versus a 20+ ord mod is a tall order. With three mod types you would always have some customization choice to put on mods without the balance issue of having too many large guns or easily maxed out flux caps and vents.

14
Mods / Re: [0.8a] Unknown Skies v0.2 (15/05/2017)
« on: May 19, 2017, 10:15:42 AM »
Speaking of world generation. I have found over 10 artificial worlds at this point. Each of which has been a class 1 with sparse deposits or similarly uninteresting. Which is odd considering that they are entirely covered in ruins but I have never found one with ruins or anything interesting. They usually aren't even hot or cold. They would seem to be full of tech caches or at least readily salvaged materials. Even if they are just masses of empty spaced buildings. I am surprised they also aren't polluted or decivilized.

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