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Starsector 0.96a is out! (05/05/23)

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Messages - NaitNait

Pages: [1]
1
Mods / Re: [0.95.1a][v1.2.0] Realistic Combat
« on: July 10, 2022, 09:44:12 PM »
Haven't tried the mod out yet, but the performance impact is something many would be interested in knowing before trying the mod. Would be a great addition to the FAQ.

2
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5j
« on: February 15, 2022, 10:53:21 AM »
The IED tankers hitting phase ships is an unintentional fun/silly thing, but it has a few bugs with the damage. Using the Prometheus, a phase ship in phase takes over +100k damage in a very large radius while not being phased takes only ~5-6k with damage control. The phase ship takes +100k damage roughly 800 units away while an adjacent ship takes 1-2k armor damage.

3
Mods / Re: [0.95.1a] Target Practice V1.41rc2 (2021/03/29)
« on: February 06, 2022, 10:08:32 PM »
Would greatly appreciate a target with a shield efficiency of 1.0. Would help reduce the guesswork to how much damage weapons do especially for fighters. I could change it on my end, but I think others would find such a target handy.

4
Mods / Re: Machina Void Shipyards v. 0.50
« on: January 05, 2022, 09:41:39 AM »
Got one when fighting against an independent deserter bounty. (Similar to the one that was posted on dronelib the other day).

java.lang.NullPointerException
   at data.scripts.ai.dl_BaseSubsystemDroneAI.advance(dl_BaseSubsystemDroneAI.java:64)
   at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:44)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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)

5
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
« on: March 16, 2021, 04:41:08 PM »
Had the Torment class destroyer not being destroyed properly and redeploying in subsequent fights, unkillable with commands. Checked ships.csv and didn't find any issues with 0 ordnance points, not sure where the problem may be. (v1.5.3i)

6
Mods / Re: [0.9.1a] LowTech Armada
« on: August 07, 2020, 03:37:58 PM »
Noticed the Tech Duinn station has a huge performance impact when it gets drawn. The letters of the station are visible on the map and easily found if that is unintended :P

7
Mods / Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« on: August 06, 2020, 07:15:58 AM »
Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
I wonder if this has to do with the 0 OP ship module weirdness. It could be worth a try giving the drones (and any ship with modules) at least 1 Ordnance Point to see if the problem persists.

iirc, that issue was modules exploding upon entering battle, so not really relevant to the piling up of fleetmembers.
What happened with 0OP modules was they would cause the host ship to sometimes to respawn infinitely as husks. It has something to do with modules not being completely destroyed. The husks were virtually unkillable (including commands) and required a ship to manually destroy the modules from the husks. I have yet to encounter this issue with the Denmark. Is there a fairly reliable way to reproduce the undead drones? I am not running Kingstons and a quick test did not yield those undead drones. 

8
Mods / Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« on: August 04, 2020, 03:51:01 PM »
Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
I wonder if this has to do with the 0 OP ship module weirdness. It could be worth a try giving the drones (and any ship with modules) at least 1 Ordnance Point to see if the problem persists.

9
Small quirk with the Thread "drone", it currently has 1 crew.

10
After updating Nex, it seems like the other factions no longer send out colony fleets. Has that feature been removed?
It is a known issue, there is an indev build on Discord that resolves this.

11
Hey, I noticed that you don't get any XP on your officers if your battle notifications are disabled and scaleXpGainBasedOnBattleDifficulty = true. I am not entirely sure which of the battle notification settings causes this but my best guess is overrideDangerIndicatorsToShowBattleDifficulty.

12
Did some testing with the Quadrant-class frigate after getting trashed by its ability and its been able to kill almost any destroyer 1v1 head-on with no officers and a bunch of Dmods. The ability feels way to strong for a ship of this size as it reduces all the stats on multiple ships by 50% and capable of keeping the debuff permanently as the duration is greater than the cooldown. AS a result, any ships that becomes tagged will be extremely vulnerable and near useless for at least 15 seconds, often resulting in death while giving the enemy a huge flux and positional advantage.

I believe reducing the duration/strength of the debuff will put the ship more inline with its 8 DP cost as it already has great-excellent combat characteristics.

13
Mods / Re: [0.9.1a] Green Knight Security (v2.0c)
« on: February 11, 2020, 06:42:41 PM »
Hey, I have been having issues with 0 OP armor modules redeploying after the ship has been destroyed. If modules have at least 1 OP they behave normally, it would prevent fleets from getting stuck in a loop where the enemy can forever deploy their previously destroyed ships.

14
Mods / Re: [0.9.1a] RC's Second Wave Options (0.1.0b)
« on: November 01, 2019, 06:37:25 AM »
I hope to see some really interesting second wave options later on that can really change the way the game flows! The first things that come to mind are the Mutators from Prison Architect and the Second Wave options from XCOM.

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