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Starsector 0.97a is out! (02/02/24)

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Messages - Mr_8000

Pages: [1] 2 3 ... 5
1
Mods / Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
« on: August 23, 2023, 02:02:19 AM »
Thank you for the feedback on the Wugandal!
For the Wugandal acquisition mission, generally speaking it's an end-game activity where the challenge of battling the fleet is supposed to be a fun and unique encounter.  That you give up 1M and take a rep hit at the end of the game is IMO largely irrelevant at that stage of the game.  The goal of the consequences is that you remember what you did and it appears to be working.

This is well and good but the end game can last as long as you want, and building back indie rep is unquestionably not fun.

Balance wise it sounds like it's working as intended.  It's a high tech ship with 6 large mounts and a ton of support weapons and fighters for the OP cost of just a bit less than two Paragons.  In addition it's main cannon can destroy entire fleets / turn the  tide of battle in a single shot if the situation is ideal.  But it's not invincible, not even close; if it gets surrounded it can get blown to pieces pretty fast.  This is the game balance I'm going for.

It also takes way too long to actually reach the battle (reduced 0-flux), which might already be lost by then since most of your DP is taken up by this single ship.

Most of the issues you point out can be overcome with S-mods and it turns the wurg into an absolute terror.  It's a lot of s-mods on a vanilla-ish play through but if you use something like the excellent Progressive S Mods it's not quite as bad.  Some people have shared their excellent wurg builds on the Discord, but they're pretty different than the base Wurg, but a lot of the fun in this game is figuring out the best way to equip a ship so the base Wurg is by design sub-optimal.

Requiring s-mods to make a super ship feel super seems kinda contrary to the whole idea, no? Recommending another mod to remedy this issue also seems kinda weird.

To your point about the operational cost, again this is gotten at the end-game where economic concerns are largely irrelevant to the player. 

It may be irrelevant in the form of cash, but not time. I still need to carry additional supplies that take additional space and require additional time to get and haul around. This doesn't feel good when the ship arguably doesn't justify the increased cost.

2
Modding / Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: June 17, 2023, 11:14:41 AM »
Any chance we see 1.2.0 for 0.95.1a? Or is this essentially on hold until a 0.96 version is released?

3
Mods / Re: [0.95.1] Goathead Aviation Bureau - EN Edition [v. 1.4.5]
« on: April 30, 2023, 02:43:10 PM »
I'm getting a crash after I put their capital carrier into a combat simulation
Log:
Spoiler
1331263 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.goat_ParallelAssemblyLine$ShieldState.<init>(goat_ParallelAssemblyLine.java:97)
   at data.hullmods.goat_ParallelAssemblyLine.advanceInCombat(goat_ParallelAssemblyLine.java:40)
   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)
[close]
Might be worth noting that not all the decks were full, as it was just recovered from an enemy fleet.

idk what the cause could be, will pass onto Mimeio: though, are you using HexShields? Judging by the crash that might be the source

Nope, no hexshields in my modlist.
My theory is that spec is null because the decks are checked in order, even if I have just one wing equipped in the last slot. The for loop then starts at the first slot, which is empty, thus crashing.

4
Mods / Re: [0.95.1] Goathead Aviation Bureau - EN Edition [v. 1.4.5]
« on: April 28, 2023, 09:39:15 PM »
I'm getting a crash after I put their capital carrier into a combat simulation
Log:
Spoiler
1331263 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.goat_ParallelAssemblyLine$ShieldState.<init>(goat_ParallelAssemblyLine.java:97)
   at data.hullmods.goat_ParallelAssemblyLine.advanceInCombat(goat_ParallelAssemblyLine.java:40)
   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)
[close]
Might be worth noting that not all the decks were full, as it was just recovered from an enemy fleet.

5
Suggestions / Re: Hybrid Mounts Should Buff Energy Weapons
« on: March 16, 2023, 07:47:50 PM »
In older releases, yes.  Now, occasionally, hybrid slot meant I could not buff that slot with Ballistic Rangefinder.  Next release, ships with hybrid but no ballistics cannot use Ballistic Rangefinder.
This is something I run into too often for comfort, especially when it comes to mod ships. I distinctly remember multiple times when I thought ballistic rangefinder might make sense here only to realize all the slots are hybrid, leaving me wishing they were pure ballistic. Almost makes hybrid feel like a downgrade.

6
Regarding the overlord suites, they seem unfinished. The gamma and beta versions cannot be installed due to a conflict with themselves:
Spoiler
[close]
Installing the alpha variant can be done without an AI core and removing it sometimes causes an alpha core to appear in your inventory for free. After a bit of testing it seems the dupe only occurs after undocking and letting some time pass before removing the hullmod. Then simply store the core, install the hullmod again and repeat. That bug, along with the way the hullmod is worded, made me initially assume it meant the AI core assigned to an automated ship as opposed to an AI core installed due to the hullmod. This lead me to think that changing the AI officer's skills would affect the ones applied to the fighters (which they don't).

EDIT: After returning to my save the following day, I can no longer load it. Crash appears to be the same as https://fractalsoftworks.com/forum/index.php?topic=18751.msg380613#msg380613 . Relevant part of log:
Spoiler
Caused by: java.lang.NullPointerException
   at data.hullmods.armaa_skyMindSuiteAlpha.advanceInCampaign(armaa_skyMindSuiteAlpha.java:240)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.skills.BaseSkillEffectDescription.getTotalOP(BaseSkillEffectDescription.java:665)
   at com.fs.starfarer.api.impl.campaign.skills.BaseSkillEffectDescription.computeAnd CacheThresholdBonus(BaseSkillEffectDescription.java:326)
   at data.characters.skills.scripts.FieldRepairsSkillOverhaul$Level1.apply(FieldRepairsSkillOverhaul.java:113)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor15.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
   ... 726 more
[close]

7
Is there any particular reason this utility requires w10? Seems kinda odd for a mod organizer's requirements to supersede those of the game it's modding. Especially considering that starsector can run on literal potatoes from decades prior.

8
Mods / Re: [0.95.1a] Idoneus Citadel Exiles v0.42
« on: September 28, 2022, 07:59:07 AM »
The UNGP fix is much appreciated, however the modinfo isn't english by default anymore, while the rest of the mod is:
Spoiler
[close]

Also the "?? ??" in fighter wings persist, as noted in my previous post.
(https://fractalsoftworks.com/forum/index.php?topic=18598.msg365092#msg365092)

9
Mods / Re: [0.95.1a] Adjusted Sector
« on: September 22, 2022, 04:38:39 PM »

Set "AdjustedSectorHS" to true and within "Adjusted Sector v0.5.1\data\campaign\terrain" rename "no_storms.png" to "hyperspace_new.png"(you can get rid of the old one). That's how I got rid of the storms. Personally, it seems kinda convoluted, a separate "disable storms fully" option would be nice, especially since with a true/false value you'd assume false disables the option.

10
Mods / Re: [0.95.1a] Blue - Extratential Lanestate Union (0.8.1a-RC2) Mod
« on: September 21, 2022, 01:45:28 PM »
I was wondering why the gadolinite was annoying to kill and it turns out magnetonclad shell isn't working as advertised. The flat armor strength bonus is 600 as opposed to 150, and the armor strength itself is multiplied by 4 instead of reduced. So you end up with 8k+ not just full strength, but extra strength armor. (Instead of the intended 8k+, but weak armor)

Relevant bits from the hullmod
Spoiler
Code
public class xlu_magnetonclad extends BaseHullMod
{
    public static float ARMOR_MIN = 0.05f;
    public static float ARMOR_MULT = 3.0f;
    public static float ARMOR_STRENGTH_MULT = 4.0f;
    public static float ARMOR_STRENGTH_FLAT = 600.0f;
   
    public void applyEffectsBeforeShipCreation(final ShipAPI.HullSize hullSize, final MutableShipStatsAPI stats, final String id) {
        stats.getMinArmorFraction().modifyFlat(id, xlu_magnetonclad.ARMOR_MIN);
        stats.getArmorBonus().modifyMult(id, xlu_magnetonclad.ARMOR_MULT);
        stats.getEffectiveArmorBonus().modifyMult(id, xlu_magnetonclad.ARMOR_STRENGTH_MULT);
        stats.getEffectiveArmorBonus().modifyFlat(id, xlu_magnetonclad.ARMOR_STRENGTH_FLAT);
    }
}
[close]
P.S. your src folder isn't current, please do update it for future releases.

11
Mods / Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« on: September 08, 2022, 01:03:32 PM »
Similar alignment issue on the small mounts located on the forward modules of the wurg:
Spoiler
[close]

Edit:
Also noticed the built-in for the riptide appears as a blueprint, base_bp specifically, so essentially everyone knows it.
Spoiler
[close]
This might be intentional, but I'll still note it.

Edit 2:
The "Mine Custer" located on the doog can drop, despite being a built-in and costing nothing. Also really wondering about the name, is it accurate or is it supposed to be "caster" or "cluster".

I might be being stupid, but what is "Mali" supposed to be here? I really doubt I could apply an entire country to the core  ;D .
Spoiler
[close]

12
Mods / Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« on: September 04, 2022, 11:05:06 AM »
The mounts on the leonberger don't appear to line up with their location on the sprite:
Spoiler
[close]

13
Mods / Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
« on: September 04, 2022, 10:52:07 AM »
There appears to be an issue when engines are located on modules that move independently:
Spoiler
[close]

14
Mods / Re: [0.95.1a] Idoneus Citadel Exiles v0.42
« on: May 10, 2022, 11:04:58 AM »
Just a few things I noticed:

4 of the 5 wings have something wrong with their variant:
Spoiler
[close]

The last one is also missing a special description, though this might be a base mod issue and not a translation problem
Spoiler
[close]

Hullmod id is "sun_ice_turbulence_valve_mod"
Spoiler
[close]

15
Mods / Re: Machina Void Shipyards v. 0.55
« on: April 27, 2022, 02:18:13 PM »
Heyo bro, quick question.
Why does the mod nerf the fortress shield? this is making my monitor useless even when the AI pilots it.
File attached for anyone wondering why  8)

This is a good catch, looking at it closer that isn't even the only system being affected. While they might not be changed, other vanilla systems are being overridden by (some) of the contents of Data\shipsystems\scripts.

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