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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Topics - Ishman

Pages: [1] 2
Suggestions / Autofit Slot Downsize
« on: April 05, 2021, 03:24:28 PM »
I think it's worth another look at this, admittedly the apogee is fantastically OP starved, but this is... not great.


Bug Reports & Support (modded) / CTD on campaign start
« on: November 22, 2020, 10:19:02 AM »
On the start of a game to go do some system bounties, slammed into a remnant hyperspace fleet (ruthless sector) for the first encounter, go to reload and hit this.

968958 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at data.scripts.campaign.VayraAbandonedStationBonker.advance(
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at Source)
at Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.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$ Source)
at Source)

Bug Reports & Support (modded) / CTD on accessing pirate station market
« on: August 10, 2019, 01:12:56 AM »
Seen this one several times now.

2166998 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_pirate_market_02_hostile_var01.ogg]
2166998 [Thread-10] INFO  sound.null  - Playing music with id [faction_pirate_market_02_hostile_var01.ogg]
2167212 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Desolation.ogg]
2167212 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [FearMachine.ogg]
2167225 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [faction_pirate_market_02_hostile_var01.ogg]
2167499 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_pirate_market_02_hostile_var01.ogg]
2167499 [Thread-10] INFO  sound.null  - Playing music with id [faction_pirate_market_02_hostile_var01.ogg]
2167582 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at com.fs.starfarer.api.impl.combat.CRPluginImpl.applyMaxCRCrewModifiers(
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStatsBasedOnCrew(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateOnlyStatsThatCanRelyOnCROrCre w(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.sort(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.submarkets.BlackMarketPlugin.updateCargoPreP layerInteraction(
   at com.fs.starfarer.coreui.o00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.o00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(
   at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.super.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

Edit: oh, this is the music changed by a filter crash... I should just stop docking at pirate stations :/

General Discussion / Campaign Hullmods
« on: December 21, 2018, 03:56:43 PM »
I think they're awesome - I enjoy using them, but. They present issues in that the use of them is purely a player-facing thing.

The AI fleets don't need to make profits, they don't have to worry about purchasing fuels and supplies, just that they've got enough stored that if they make it into the Zone of Realization around the player where they move from abstracted to real, they don't run out of supplies before messing with the player.

Civilian ships don't have enough ordnance points to have a combat setup (weapons, vents) and campaign hullmods.

Yet this doesn't matter for the AI fleets as almost none of them affect them (yes, it would be vastly annoying to have a hostile fleet with all augmented drives), which means that any of the combat freighters they field have what is an effective advantage of 40-80% more OP dedicated to combat stats than your vessels, if you even bothered to outfit them.

I believe some changes could be made to them so that while they still might not do anything useful for the AI, it would feel much more fair to the player to actually take advantage of them.

Basically - every ship could get a paperdoll like equipment slot system, with engines, armor, interior (cargo/fuel/crew), and so on. More exotic slots would be available on more specialized ships, surveyors, salvagers, tugs (which I'd like to see more of, as they're a neat concept but enormously overpriced for the player to use simply do to their overhead eating your cargo space), but everything would have a basic layout.
Larger vessels get more slots, whether it be additional space to mess about with efficiency or multiple exotic slots to play about with.
These would default to sensibly desirable hullmods that, if the AI fleets were in the hands of another human, you'd expect to see - expanded holds, increased engine speed, efficiency, and so forth. Thus, on ships that you salvage, you'll actually find loadouts similar to what a player would field.
Changing them would require being docked and knowing the hullmod blueprints like you currently do, but instead of costing OP, installing them is a credit cost.
And finally, they wouldn't immediately require a large additional amount of work from modders as each hull class (and type of ship tag with freighter/tanker/combat) would come with the default slot layout and loadout.

There's of course tons of other ways to quick and dirty make them not so imbalanced towards benefiting the AI, making anything tagged with campaign hullmod cost 0 OP, but I feel that there's lots of room here to add more fun customization options with an implementation like this.

Also I just really want to be able to spend credits to buy OP so I can actually fit my Apogee with guns. I love flying it, but it can barely fit front weapons and it's mediums with two combat hullmods, let alone actually have anything in its missile and PD slots.

Bug Reports & Support / Flashing screen
« on: November 26, 2018, 06:23:42 AM »
I can reproduce this one by just stepping away from the computer in any menu (it's really noticeable in the inventory/salvage screens).

I went to take a soak and then caught up on a webnovel, and the strobing got so frequent it took me out of reading to go and quit out real quick.

I'd say about an hour of idling causes the flashing to happen every 15-20 seconds.

I did notice that the menu itself doesn't seem to flash, only what's being rendered in the campaign layer.

Modding / Where are the campaign skills located?
« on: November 25, 2018, 05:25:02 PM »
I was digging around in the data folders to edit the campaign skills as I normally do after playing vanilla for a few days upon update to move onto modded - but I can't find anything containing their values anymore.

I was going to edit some of the skills to be less complete waste of skill points (having to sink 3 skills for no benefit is like pulling teeth) and get back some of that lost OP overhead from high levels for all those hullmods that are actually useful now, but everything in the data folder is just a reference to something in the api?

As the title goes.
32 bit windows, 6gigs, physical address extension.

Note, these crashes are instant and don't produce log files.

General Discussion / Curious about Starsector Memory Usage (32-bit)
« on: November 05, 2014, 08:32:10 PM »
So - confession time - I may have made a booboo when reinstalling windows 7 after a head-disk crash oopsie'd my last HD and used a colleague's enterprise disc (that only installed 32-bit), and having a modern system with a boatload of ram, this isn't normally a problem as Physical Address Extension bios hacks can give you access to most of it for individual programs to use.

But java is absolutely awful about dynamically requesting a larger page-file (and caps at a tiny value on the 32bit version); perchance someone familiar with java might know of a fix?

Discussions / O(1) memory sort
« on: March 19, 2014, 03:23:58 PM »
Ho snap, new sort algorithm. Thought some of you fine folks might be interested in it.

Note, this isn't O(1) operations, but memory.

General Discussion / Hyperspace
« on: September 25, 2013, 02:54:27 AM »
I don't think it's been said yet, but I love the hyperspace background.

The underwater distortion effect, the veins of bubbles, and the cherenkov blue glow all combine to give a magnificently otherworldly feeling.

General Discussion / Economy Preparations
« on: September 19, 2013, 09:53:14 PM »
So now that there's an over map in our hands and the potential for exploration of new systems - what systems and mechanics do we need in place for a good Economy (running on Industry) before we move on to Story?

Before getting into ideas I'm sure we all have for added value goods, manufacturing items, raw resources, property to own (Tourism for rich corporates); what framework is going to support it?

I'll get this kicking with the prices themselves - ship hulls need to be more stratified, a paragon costs 20 or so lashers - the Gerald R. Ford costs $13.5B, this is enough to eat the entire production budget costs of thousands of tanks and armored fighting vehicles, or hundreds of fighter jets (except the F-35, a billion gets you five). You should be trading the entire revenue of a year's worth of production from some ultra-high tech industry plants farming antimatter off a star for a battle-cruiser, or a few aggri-planet loads of biomass.

Economy wise though, beyond the obvious missions transporting bulk goods from here to fro through varying degrees of territory danger paying out more than the value of goods being delivered (or less, providing ramifications to those of ill-repute), I'd like to see options for exploration based income: (rechartering territories that contact has been lost / forgotten / withheld from)
(caches of odd and fabulous materials and goods on long-forgotten worlds lost to time and danger)
(uncovering new and quicker trade-lanes and selling rights to same)

General Discussion / Energy weapon frigates obviated by Combat Readyness
« on: September 18, 2013, 05:53:48 PM »
Most evident in the tempest frigate with its limited 2x M.E. 1x S.M. slots, the lack of indefinite deployment in the battle-space for energy only frigate vessels leads to a clear choice for ballistic heavy ships - if you are forced to retreat a vessel after a period of time or suffer catastrophic losses from system malfunctions, it's much better to deploy a brawler/lasher or antimatter equipped hyperion since even the most ammo-eating ballistic weapons will be able to fire for a solid minute of combat, let alone those with 3-4 minutes of ammo reserves.

Energy weapons with their large flux costs for dps values are much less appealing when you need raw dps output from your frigate screen to swat down the neverending swarms of bombers and assault fighters and to punch through the armor of a carrier or four in tandem with his friends in the current tactical situation.

This new shift in paradigm is perfectly fine with me, incidentally - but I believe that vanilla energy frigates need a balance look as they do not currently have good loadout options without mods (it also doesn't help that energy PD is only useful when deployed in double digit values).

A notable exception is the omen and shade as piloted vessel choices, as their emp emitter can be used to swat particulary dense concentrations of fighters and missiles threatening your flag ship.

I believe all that's really needed is actually effective aoe energy weapon options for point defense and offensive options that deal hard flux in high explosive/kinetic/fragmentation. (Though admittedly it seems even the best energy weapons aren't all that strong compared to similar ordnance cost ballistic weapons - the antimatter blaster is nowhere near as useful as a needler)

Suggestions / Burst Missile Rack
« on: June 20, 2012, 11:07:32 AM »
The ability to instantly reload your missile racks is interesting, but doubling the number of projectiles you fling out is only of moderately increased utility and tactical flexibility IMO.

Thus a system that allows rapid sustained launching of all launchers for a given period of time, or launches, whichever comes first. All hands are directed from operating shield systems, engines, power routing, repairs, and so forth to prepare for Macross Missile Storm time, leaving the ship completely disabled for the duration of the effect and for some time afterwards as they rush back to their stations - but the potential payoff is worth the risk if you are filling a volume of space with a storm of MIRVing missiles.

Thoughts? Too OP, too UP, balanced, tweakable?

General Discussion / Lol
« on: March 27, 2012, 10:27:38 AM »
<+WtfCakes0>  this is what happens when I leave this game on overnight LOL

Via a friend.

Hegemony manned up.

(The fleet is running because it has no crew)

Edit: More

Suggestions / Crew Experience
« on: March 04, 2012, 01:27:18 PM »
There's been some back and forth about how the experience system will be changed (blog post please~), but I'll throw in my two cents as well.

I'm not sure how to keep the Green --> Elite system alongside the system I propose, so I'll just ignore that (I am not a clever man).

Essentially, each ship would have a number of bunks based on the crew capacity (with several bunks as a base for smaller classes, so they don't get disproportionally handicapped), with each bunk effectively acting as a slot for crewman who confer bonuses on the ship they occupy.

After each battle resolution, crewman from each ship have a chance to gain skills/exemplify themselves with a heroic performance of duty, becoming one of these Heroic Crewman. Each battle that a Heroic Crewman survives additionally, gives the chance for that crewman to gain new skills, and improve the skills he already has. Obviously a fresh ship crewed by a bunch of raw recruits is unlikely to even have the basic level of competence to make the snap decision to run through that venting plasma conduit with barely sufficient protection - taking grievous wounds - in order to manually switch power routing needed to get those shields and guns back online. Exemplary crew is more likely to distinguish themselves by going above and beyond the call of duty, inspiring other crewman to do the same.

As to actual bonuses, I'm not even going to try and justify this with fluff story, this is just pure gameplay considerations.

Flat and % increases to -
  • Flux Capacity
  • Flux Dissipation
  • Hull
  • Armor
  • Maneuvering
  • Top Speed
  • Weapon Damage
  • Weapon Flux creation
  • Weapon Type Damage % increase (be it Omni-specialization in all weapons, or just one type of weapon damage or weapon)
  • Weapon Range
  • Tracking

And so on.

Once a crewman has Distinguished him/herself and has personally garnered your attention, they can be further trained by being sent off to an academy/war school/whatever to specialize in an area of your choosing. (it's engines. you will pick engines.)

This is proposed mostly as a means to let the player further customize their flotilla from the AI, and as a means of giving them a stat boost over the AI (I realize this means that you are only going to stack people who confer engine bonuses, as that stat is by far the most important thing currently).

This could definitely be improved as a conceptual idea, criticism and improvements are appreciated.

Pages: [1] 2