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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Sinosauropteryx

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Congrats to everyone who worked on this.
Thank you! I'll pass it along to the team (heheh)
(it's just me)

Anyway, as an update to CrimsonPhalanx, I have to apologize for leaving you hanging - but, consider me on a sort of hiatus for the time being. I just got a new machine, and it actually has a GPU, so I'm playing all sorts of games with shaders and I don't have my IDE set up or anything...but I will return to modding, in probably a few months.
Your bug testing is very helpful (truly) and I'm sure I'll get to finding and patching it as soon as SS piques my interest again.
In the meantime, go easy on the beeshooters and hopefully you'll bee ok.

Oh, you mean THAT mothership, the one that's basically a station? (I was thinking of the Guardian.) hmmm - I haven't done extensive testing with station pieces. Not sure why it'd be a problem, but, it's a lead.
I'll see what I can dig up.
(also, don't worry about my time, your bug reporting is helpful for improving the mod, so thanks!)

@CrimsonPhalanx Update on the testing process, I tried about 30 minutes of pounding targets with 6 bee guns and couldn't replicate a crash.

What other mods were you running? What was the rest of your deployed fleet like?

You're sure you have the latest hotfixed update, right? (0.13.1)

EDIT: On a side note I think the bee gun should check a limit or something, I kinda crashed my game with a "null" error after pounding a domain mothership with two of those for an extended period of time. I assume there was either too many bees, unfortunately I forgot to check the crashlog and restarted the game, will update if needed

EDIT: welp I tried a second time and it seems to crash again
871904 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$ Source)
   at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(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$ Source)
   at Source)
Hey, sorry you're having this problem. I will try to replicate it and find a fix. (As time permits, so please bear with me.)

While playing and seeing the Kite, with the lore saying how they shoved the bulkhead full of tonstone makes me wonder what would happen if they shoved an entire atlas(cargo holds included) full of the stuff and modded the engines
or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.
I quite like that Atlas idea, actually...

I just put 5 rock chuckers onto a kassadari overdriven ship... Threw so many little stones at a paragon that I shoved it to the edge of the map. Lovely.
Yeah...those damn broken GH ships!

Hey man just dropped by to say what an AWESOME mod you have! Thanks for all the updates!
Thanks dude!

I imagine this re-skinned with a mech look. The swinging limbs on the rascal, monster, urchin, basalisk and maybe even rex could be a mech swinging a melee weapon of some sort. Or in the case of the rascal and monster, a sword and shield even. Out of all the mech mods currently out none of them have anything like this. There is huge potential there.
I like these ideas, but the bottleneck is always sprites. If the sprites fell out of the sky I could make a whole reskinned faction with similar mechanics and different flavour. But, alas.
That said, I still love this mod. The ideas and implementation are fresh and creative. The weapons are also fun and over the top.
Thanks dude!
P.S.: Will you ever add officers to a new level of power?
I don't understand the question.

Thanks for saying so! You even registered on the forum to do it. (Welcome)

I have no plans to nerf that stuff. Vanilla itself is not balanced after all! The stuff you want to use as a player is always overpowered - the rest is there for pirates to use and you to blow up.
So what fun is a mod if it's less exciting to use than vanilla? Er, no need to answer that. I think you and I have a similar philosophy on the subject.

Very much appreciate the feedback!

Not sure if this is a new thing or not.
Playing with pirate start, I started with 60 rep and gained rep as normal with the core world pirates. Bounties seem to be part of this faction as well.
(Some?) Pirate bases, meanwhile, seemed to work as a separate faction, also called pirates, which started at 0 rep. Destroying/raiding a base would put me from 0 to -3, for example.
And on the intel screen, there are two entries for Pirates.
"Friend" pirates and "enemy" pirates

And this happened:

(Frankly, I kinda like it. This is how real pirates would act. But the identical names/colours are confusing.)

Mod list
  "Mayasuran Navy",

Am I blind, or is the download link missing on the first post? (I was able to get it from discord.)

General Discussion / Re: Make skills moddable
« on: April 08, 2021, 07:12:24 AM »
Instead of endlessy reworking skills why not just let modders do it for you? Make some API that allow skills to be easily moddable, let modders create skills, trees, etc... whatever. I am sure someone will come up with something cool.

Please make the skill system fully configurable with simple text files. While developers may have their vision, players may have it completely different so that you'll never be able to satisfy everyone. Modding is the way is such cases. Players will no doubt surprise you with well-thought and properly balanced skill mods.
If the skills become configurable, there will be about twice less posts in this forum section.

Holy moly, this idea is gangbusters.

General Discussion / Re: Doom AI
« on: April 04, 2021, 07:24:23 PM »
Has anyone else seen similar behavior from doom/phase AI.
Twice my Doom has died on autopilot from its own mines after I set it to retreat. Both times it tried to hit nearby fighters within splash damage range that it could have ignored, was either unphased or at high enough flux to force it to unphase, and had <15% hull.  I have been driving it all the way to the bottom ever since.

Suggestions / Rescue/jailbreak missions: no more backtracking.
« on: April 04, 2021, 10:41:54 AM »
The jailbreak raid missions are some of the worst for several reasons. They demand a lot of resources (hundreds of marines on hand, reputation hits) and rarely pay well (usually 20k-60k).

The main problem I have, though, is that we must backtrack to the quest giver - within a given time frame. Backtracking is never fun, returning to a recently visited site is rarely profitable with trading, travel costs real resources, and it breaks the pattern of the other bar missions (which can all be easily ordered by urgency based on how close the deadline is).

I humbly propose one of two solutions:
1. Rescued parties are sent off on a small shuttle, or dropped off at the nearest friendly station, or otherwise are able to return to safety of their own accord after being rescued.
2. After rescue, the time limit stops, and the parties can be returned home for payment whenever is convenient.

I took a bar quest for producing heavy machinery at a colony, which (as I understood it) was supposed to last for years, with a payment for every month of sufficient production. After the first month of delivery, and a single payment, it was marked as completed.

Glad to help, and thank you!

OK, sent.

Yes, I'm running RC11.

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