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Topics - Nick XR

Pages: [1] 2
1
Mods / [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
« on: July 24, 2022, 12:07:41 AM »





REQUIRES ALL THE LIBS

(Requires LazyLib )
(Requires GraphicsLib )
(Requires MagicLib )


This mod adds high tech ships and weapons to Independents (and pirates), there is no real theme behind them other than the naming convention, color scheme and a goal of fun ships that play a bit differently than what is already offered.

Ships
Spoiler

[close]

Secret Ships
Spoiler

[close]


How to get Wurgandal
Spoiler
Max your reputation with Independents (100)
Be level  13 or higher
Have a powerful fleet
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission
[close]


Where to buy ED Ships:
  • Independent Market
  • Size 5 or larger
  • Heavy Industry or Orbital Works
Such as Nova Maxios


Eccentric Designs (ED) Lore
Spoiler

Eccentric Designs (ED) Shipyards is a private Independent aerospace manufacturer and space transportation services company. It was founded after the collapse of the Domain's rule by Eron Dust, an eccentric celebrity billionaire with the goal of developing new spaceship technologies. Despite having dealings with Tri-Tachyon and the Persean League Eron Dust operates his business only in Independent worlds where most of the unique ED Shipyard designs can be found.

While the company is suspected of using artificial intelligence technology no illegal activity was ever discovered by Hegemony inspections. The company is also accused of stealing blueprints and violating copyright law, but none of the accusations held in court due to lack of evidence.
[close]

I aim to make these ships balanced, this is not supposed to be an "OP ships" pack, these ships are supposed to fill roles that may not exist in vanilla ships and some are very specialized. Ships are balanced not by making all their stats and features average, but by giving them as many strong flaws as they have strong points, feedback is welcome.

Current Changelog
Version 2.5.7
  • Fix for java.lang.UnsupportedOperationException on Nurse ship
  • Better Ambusher Swap description
  • Slight tweaks to Wurg burst damage for friendly fire and associated AI


Prior Changelog
Spoiler
Version 2.5.6
  • Fix for Magic Bounty issue
  • Prevent Wurg from venting while Maw is firing
Version 2.5.5
  • Fix for Wurg shield toggle oscillation (thanks emto demto for the feedback)
  • Wurg MAW reload time increased by 50%
  • Wurg is a bit more careful about freindly fire with the Maw
  • Detonator drones now spawn a bunch of arcs when they teleport to make them just a bit more survivable.
  • Fix for MagicBounty Chupacabra CME (problem is in MagicLib itself)
  • Fix for player owned ED Markets not working
Version 2.5.4
  • Wurg is slightly buffed, main beam is mega buffed & different (if you didn't like it before, try it now)
  • Repair drones and especially the repair ship are now worth using
  • More/New campaign stuff (HVB & Build an ED Submarket)
  • Various bug fixes and balance tweaks
Version 2.5.3 - Balance Fixes
  • Balance changes to the leonberger based on feedback (better assault variant and a slight buff to its phase stats and movement)
  • Dust missiles move a bit slower and have fewer HP to make them more vulnerable to AoE PD
  • Slightly improved AI Wurg usage of MAW weapon and Tyrant Eye system
  • Rebalanced phase ships vs Vanilla, ~10% less phase cost (improved variants also)
  • ED Shipyard locations now spawn defensive fleets when threatened as well as have delivery fleets
  • Ship and variant changes for the newfoundland so the AI can use it semi-effectively
  • No longer create submarkets at locations that already have non-standard submarkets
  • More SO variants for smaller ships
  • Shield breaker weapons are much more powerful, but they still seem like a bad idea except in specific situations so I guess that's balance?
  • Fixed Memory leak with Newfoundland
  • Riptide doesn't take damage from ship explosions so it doesn't blow itself up constantly
Version 2.5.2 - Bugfix release, special thanks to those that reported issues
  • Save compatible with anything 2.4.X or after
  • Can be added mid playthrough
  • Changed hidden modular mounts to normal turrets to prevent rare, but painful autofit based crashes (works around a Starsector engine limitation).  Thanks ruddygreat.
  • Fixed missing Riptide built in laser (thanks Mr_8000)
  • Builtin Riptide laser no longer appears as a member of the basic blueprint family
  • Fixed mounts appearing offset on the Leonberger, Wurg left and right shield emitter modules
  • "Mine Custer" -> "Mine Caster", also it will no longer drop.
  • Retriever field shields now really sets it's collision type to "fighter" to try and prevent friendly fire scenarios.
  • Increased repair drone rate by a factor of 2 - 3 depending on repair hull size so it might actually make some sort of difference in real combat.


Version 2.5.1
  • Save compatible with anything 2.4.X or after
  • Can be added mid playthrough
  • Added two secret ships and their associated High Value Bounties (Thanks Pogre!)
  • Fixed crash bug with Wurg maw and AI casting
  • Suicide/Detonator drones now work (but only attack when a ship is “under pressure”)

Balance:
Wurg
  • Large beams in modules can now just barely face forward
  • Maw weapon is firing time has been reduced so it’s less dangerous to use
  • Maw burst damage reduced
  • Tyrant Eye no longer generates flux so it you can still have a zero flux engine boost

Bernard
  • slightly more efficient to bring it in line with other support ships (still super expensive, but it does a lot for the player)

Retriever Mk. II
  • More OP 250 -> 270
  • Mount changed to Large Ballistic to make some mods more useful (rangefinder)

Newfoundland
  • Modules now get targeting and fighter order data from parent


Version 2.5.0
  • Save compatible with 2.4.X
  • Can be added mid playthrough
  • Grand salvo should now work at more opportune times
  • Nurse ship giant shield now has a larger impact radius to make it more useful (was too small)
  • Wurgandal MAW now instantly-ish destroys hulks
  • Maw charge up and slight balancing pass
  • Changes to the Wurg to make it more engaging to use as a player, such as: Modules now vent, launch fighters, share targeting and use shields together
  • Newfoundland is working and more balanced, modules have a PD centric system
  • Many other balance changes
  • New or improved variants
  • Magic Bounty Integration (4 missions)

2.4.1
  • Save compatible with 2.4.0
  • Updated remote version file URL
  • This mod can now be added mid-game and everything will work (before there would be no buy locations)
  • Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event

2.4.0
  • Migrated to StarSector 0.95.1a-RC6 with permission from Ed
  • Uses the original code from 2.3 Beta
  • Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event
  • Minor balance changes to bring in line with vanilla ships


Prior to 2.4
https://fractalsoftworks.com/forum/index.php?topic=16479.0
[close]

I Nick XR didn't create this mod, Ed did and he did at least 99% of the total work that has been done on this mod.  Maybe more.  All the credit should be his.

Git Repo:  https://bitbucket.org/NickWWest/edshipyard/


Some Systems and Hullmods were heavily based on source of other modders like Dark.Revenant, Sundog and Tartiflette and Nia Tahl
And a great thanks to Alex who is always there to help! And special thanks to WASP103 for his contributions

Original Post:  https://fractalsoftworks.com/forum/index.php?topic=16479.0

2
See attachment.  I'm pretty sure in prior versions the cone faced the other direction.

repro:
Go into hyperspace
Go fast in one direction
Get zapped by a storm so you go super fast through clouds

Notice that the cone is facing forwards instead of backwards.

3
Skills that have no option to use a story point to make elite suggest it when there are no assigned skill points.

Maybe the pickiest bug ever but, see attached image.

4
When you're over cargo capacity, you consume supplies in excess, I like this because it's a self-stabilizing system (since supplies are in cargo, supplies go down fast and you get under the limit).

When you're over fuel capacity, your supply consumption is penalized, but this is not a self righting system because fuel is not stored in cargo.  I propose that when you're over your fuel limit fuel should instead "leak" fuel so this would also be a self-stabilizing system.

This is a minor problem/inconvenience with the current implementation since I salvage a station, see the red text in the lower right, figure it's a "too much cargo" warning (surprise, it's not), then I drive around in space a while and realize my supplies are getting consumed at an insane rate still and it's a "too much fuel" problem.

Feel free to tell me I should actually get some sleep if I can't be bothered to read messages anymore. :o

5
  • Start tutorial (Apogee start, Normal difficulty)
  • Get engaged by first fleet
  • Select "Transfer Command" option
  • Select transferring command to yourself

Expected:  Should be a no-op or not possible in the UI
Actual: You it says you transfer command and when combat starts you're not in your ship and you can't use 'F' to see your ship.  It's a bit whack.

6
Running about 40 mods, the usual suspects of late game + Nexerlin + ~every faction I could get my hands on (No Combat Analytics though).  There are a fair number of colonies, most are old so size 7 or 8, and LOTS of fleets.

Steady-state SS uses about 5-6GB of memory, but on saving it runs out of memory with 38000 (~38GB) of RAM allocated to the JVM.  I have been slowly adding RAM to SS over the past week or so to keep it saving, but I've more or less hit my system limit, so now I'm here. 

Mod List:
Spoiler
Adjusted Sector [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Adjusted Sector v0.2.2]
ApproLight [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\ApproLight]
raccoonarms [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Arsenal Expansion 1.5.3i]
audio_plus [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Audio Plus]
lw_autosave [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Autosave]
blackrock_driveyards [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Blackrock Drive Yards]
Celestial Mount Circle [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Celestial Mount Circle]
CombatAnalytics [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\CombatAnalytics]
lw_console [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Console Commands]
COPS [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\COPS]
istl_dam [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Dassault-Mikoyan Engineering 1.18]
diableavionics [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\DIABLEAVIONICS]
edshipyard [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\ED Shipyard]
shaderLib [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\GraphicsLib]
HMI [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\HMI]
deconomics [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Industrial.Evolution]
interestingportraitspack [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Interesting Portraits Pack]
Imperium [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Interstellar Imperium]
kadur_remnant [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Kadur Remnant]
lw_lazylib [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\LazyLib]
ArkLeg [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Legacy of Arkgneisis]
MagicLib [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\MagicLib]
Mayasuran Navy [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Mayasuran Navy]
Neutrino [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Neutrino corp]
nexerelin [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Nexerelin]
ORA [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\ORA]
Polaris_Prime [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Polaris_Prime]
SCY [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\SCY]
SEEKER [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\SEEKER_UC]
swp [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Ship and Weapon Pack]
speedUp [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\SpeedUp]
sun_starship_legends [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Starship Legends]
Sylphon_RnD [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\sylphon]
tahlan [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\tahlan]
THI [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Tiandong Heavy Industries 1.2.1a]
TORCHSHIPS [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Torchships]
underworld [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Underworld]
US [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\UnknownSkies]
vayrasector [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Vayra's Sector]
vayrashippack [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Vayra's Ship Pack]
lw_version_checker [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Version Checker]
[close]

Command line params in case anyone cares:
Spoiler
java.exe -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -XX:ParallelGCThreads=6 -XX:ConcGCThreads=3 -Djava.library.path=native\\windows  -Xms38000m -Xmx38000m -Xss4096k -server  UsualStuffAfterThis
[close]

Code
15053267 [Thread-19] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.57523185
15053267 [Thread-19] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Releasing context
15053268 [Thread-19] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Released context
15053419 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
15053420 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml.bak] to [campaign.xml]
15053420 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml.bak] to [descriptor.xml]
15053420 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
at java.lang.StringBuffer.toString(Unknown Source)
at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:53)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.marshallField(AbstractReflectionConverter.java:274)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)


Here's a snip of the memory usage over time while trying to save (when it fails)


Could some mods be doing some things that are pathologically bad for XStream to deal with (like a crazy object hierarchy)?  It seems odd it died 10GB short of the limit, perhaps it's trying to serialize some HUGE object.?

7
Modding / [0.9.1a] Resist AI Inspections By Default (2019-12-15)
« on: December 05, 2019, 08:49:45 PM »
Resist AI Inspections By Default
-=Download=-

Ever forget to resist an inspection and have your colony of alpha cores stolen, then realized you last saved 45 minutes ago? 
I have, so I made this mod.





Features:
  • Hegemony inspections are resisted by default

Known Issues:
  • An intel event will be generated saying defenders will comply, then that intel event gets deleted and the resist intel event is generated.

-=Download=-

How to use:
1. Download & install this mod
2. You're done!

How to uninstall:
1. Disable/remove mod
2. Locate your current save
3. Edit your save file (I'm a vscode fan)
4. Replace the string 'data.scripts.inspection.ResistHegemonyInspectionManager' with 'com.fs.starfarer.api.impl.campaign.intel.inspection.HegemonyInspectionManager'
5. Save

Mod compatibility:
  • Works with Nexerlin, sort of.  If you're in an alliance with Hegemony, you'll still get inspected and resist.  Work around: Don't be in an alliance with Hegemony, it's like being a Yankee's fan.
  • Might work with other mods that mess with inspections and have the string 'HegemonyInspectionManager' in their class name
  • If another mod is messing with inspections, they should probably include this fix, it's only one line...


Using this mod in other mods:
This mod is covered by the MIT license, you can do what ever you want with this, no need to ask.  Just be nice and mention that this mod exists and where you got it from :)


Change Log:
Spoiler
1.1: Fix for debug code that was left in the release package
 1.0 - Created
[close]

Forum: http://fractalsoftworks.com/forum/index.php?topic=17402.0
Source: https://bitbucket.org/NickWWest/starsectortweaks
License: MIT License (Do what ever you want, creators not liable)

8
2166862 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.CombatFleetManager$O0.getLocation(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advanceSeenEnemies(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Heavily modded, nexerlin.  Was beginning round two of a fight against some luddic church fleets.  Might not be the mods, but just guessing here.

9
I dislike that enemy fleets will capture system assets (Nav Bouey, Sensory Array, Com Uplink), but your fleets defending the system make no attempt to recapture those same assets (even when all of the enemies are gone).

This leads to what feels like the "busy work" of recapturing the assets every time I come back to an owned system after doing what-ever while away.
I suggest one of the following to fix this:
* Only allow the capturing of the system assets if you have a colony in the system OR the system has no colonies (they can still be hacked).
* Enable player AI fleets to capture system assets

10
Only happens when attempting to transfer command during combat.

Here's the line that causes it (s is a ShipAPI objet)
Code
f(s == null || s.getName() == null || s.getShipAI() == null || s.getId() == null){


Here's the full stack:

Code
java.lang.ClassCastException: com.fs.starfarer.combat.ai.movement.maneuvers.TransferCommandAI cannot be cast to com.fs.starfarer.api.combat.ShipAIPlugin
at com.fs.starfarer.combat.entities.Ship.getShipAI(Unknown Source)
at data.scripts.coopcombat.CoOpEveryFrameCombatPlugin.renderInWorldCoords(CoOpEveryFrameCombatPlugin.java:45)
at com.fs.starfarer.title.C.K$Oo.new(Unknown Source)
at com.fs.starfarer.combat.super.OoOO.new(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

11
Discussions / Space Music
« on: May 23, 2017, 05:07:40 PM »
I ran across some amazing music that made me think of Starsector:

Stellardrone Echoes

All of the other Stellardrone stuff I've heard is equally amazing. Also it's just good music to listen to that won't distract you.


12
Bug Reports & Support / [0.8a-RC19] Crash on save game load
« on: April 25, 2017, 09:21:40 PM »
Email incoming.

Game starts in paused, as soon as you unpause it CTD, nothing in log.

13
Mods / [0.95a] Cooperative Multiplayer Combat v3.7 (2021-04-29)
« on: January 30, 2017, 09:56:06 AM »
Cooperative Multiplayer Combat v3.7
-=Download=-

Now your friends can help out in combat with this shared screen/couch co-op/multiplayer mod


Wolf Scarab



New UI Elements

Readiness color key:
  • Green = ready
  • Yellow = almost ready
  • Orange = not close to ready
  • Red = out of ammo

3 players
Spoiler
Full Video
[close]

Features:
  • Enjoy shared screen cooperative play with up to three friends
  • New UI elements to support weapon and system cool downs
  • Pushbutton targeting of nearby ships
  • Shield AI to manage shield facing
  • Works with just about any mod
  • Mission Support!

-=Download=-

How to use
1. Download & install this mod
2. Make sure this mod is enabled
3. When combat starts and ships are deployed, have your friend press the Select Ship key ('Insert' by default for player 2)
4. During combat, have your friend use the keys specified in mods/CoOpCombat/Player2.json to pilot their ship (if you change the settings, you'll need to restart Starsector)
5. If sharing a keyboard is hard (or awkward), use a second keyboard or a game pad that can emulate keys.
6. When combat starts, zoom out more than usual so your friends show up on the screen
7. -optional- Install the Detailed Combat Results mod (http://fractalsoftworks.com/forum/index.php?topic=11551.0) so you can see who's better.
 
Player-game interface changes / Known Issues
  • No mouse to control where a shield faces, instead an AI is used to "aim" the shield
  • No mouse to control where weapons aim, weapons can only aim directly forward.  Mitigate this by using in your group 1 only weapons that fire directly forward
  • No mouse to select targets for weapons, instead a new "cycle targets" command has been added which cycles through nearby targets
  • Camera/view-port stays centered on Player1, to compensate zoom out level has been greatly increased

How To: Controller Support (optional)

How To: Internet/Remote Play
Install a game streaming app (like Parsec.tv), you'll need a decent internet connection to pull this off.

How To: Change Key Bindings
  • Locate the configuration file for the player you want to modify the keys for (mods/CoOpCombat/Player2.json for player two for example)
  • Edit the file using your favorite powerful text editor (like VSCode)
  • Modify the key assigned to the action you want performed.  To determine the name for your key, look below in the spoiler section
  • Be sure to save the file and restart Starsector
Spoiler
Code
ESCAPE
1
2
3
4
5
6
7
8
9
0
MINUS
EQUALS
BACK
TAB
Q
W
E
R
T
Y
U
I
O
P
LBRACKET
RBRACKET
RETURN
LCONTROL
A
S
D
F
G
H
J
K
L
SEMICOLON
APOSTROPHE
GRAVE
LSHIFT
BACKSLASH
Z
X
C
V
B
N
M
COMMA
PERIOD
SLASH
RSHIFT
MULTIPLY
LMENU
SPACE
CAPITAL
F1
F2
F3
F4
F5
F6
F7
F8
F9
F10
NUMLOCK
SCROLL
NUMPAD7
NUMPAD8
NUMPAD9
SUBTRACT
NUMPAD4
NUMPAD5
NUMPAD6
ADD
NUMPAD1
NUMPAD2
NUMPAD3
NUMPAD0
DECIMAL
F11
F12
F13
F14
F15
F16
F17
F18
KANA
F19
CONVERT
NOCONVERT
YEN
NUMPADEQUALS
CIRCUMFLEX
AT
COLON
UNDERLINE
KANJI
STOP
AX
UNLABELED
NUMPADENTER
RCONTROL
SECTION
NUMPADCOMMA
DIVIDE
SYSRQ
RMENU
FUNCTION
PAUSE
HOME
UP
PRIOR
LEFT
RIGHT
END
DOWN
NEXT
INSERT
DELETE
CLEAR
LMETA
RMETA
APPS
POWER
SLEEP
[close]

Mod compatibility
  • Requires no extra mods/libs to function
  • should work with any mod that doesn't assign very high priority AIs
  • Tested with nexerlin, lots of ships & factions

What this mod is not and will not be (even though it might be cool)
  • An MMO
  • Allow you and a friend to both have different fleets on the campaign map

Using this mod in other mods
This mod is covered by the MIT license, you can do what ever you want with this, no need to ask.  Just be nice and mention that this mod exists and where you got it from

Acknowledgements
Some code related to rendering was taken from the excellent Leading Pip Mod, attribution is here by granted to Magehand LLC per licensing.


Change Log
Spoiler
3.7
 * Updated for StarSector .95a
 * Backwards compatible
 * Added PREV_TARGET key, so it's now possible to cycle through targets both directions

3.6
 * Players can now change which ship they are controlling during battle ('Insert' key by default for player 2)
 * Players can now retreat. Simply order a retreat and switch ships until no one is controlling any retreating ships.
 * Changed how keys are configured to be a bit simpler to add additional players
 * Backwards compatible

3.5
 * Made many values configurable in the CoOpCombatSettings.json
 * Increased lock-on range
 * Added engage/regroup toggle for carriers
 * Player 2+ aiming reticles are larger
 * Attempts at fixing Auto-Fire issue.

3.4
 * Add ability to toggle phase-cloak

3.3
 * Prevent exception when transferring command

3.2
 * Now works with Starsector .9a

3.1
 * Add mission support, just edit the variant of a ship to be "player#" like you would with the ship name
 * Added experimental PvP mission (Doing anything more interesting would require work)

3.0 - Now works with Starsector .8.1a, minor graphical improvements


 2.0 - UI elements for:
        * Selected weapon group
        * Weapon cooldown
        * System cooldown
        * Weapons have their own targeting lane
        * Switching between weapon groups now works (had to disable autofire)

 1.0 - Created
[close]

Forum: http://fractalsoftworks.com/forum/index.php?topic=11598.0
Source: https://bitbucket.org/NickWWest/starsectorcoopcombat
License: MIT License (Do what ever you want, creators not liable)

14
Mods / [0.95.1a] Detailed Combat Results v5.3.0 (2022-10-25)
« on: January 10, 2017, 10:50:29 PM »
Detailed Combat Results


Ever wonder how many ships you've killed?  Or how a new ship load-out you've created is performing in combat?  Or how useless a cautious officer is in an Onslaught?
No more guessing, now you can know for sure!

Features:

  • Detailed post combat report on the Intel screen
  • Reports summarizing ship performance over time or per battle
  • Individual weapon performance
  • Kill count of various hull sizes
  • Easy to use, just add the mod and you're good to go.
  • Works with just about any mod (Tested with nexerlin, SS+, lots of ships & factions)
  • Disabling the mod is possible, set MaxCombatResultCount=0, load your save, advance one day, save, quit and then disable the mod.


In Game Images:



How to use:

 1. If you haven't already, ensure you've increased your max memory (if you haven't, your game will be slooooow with mods): https://fractalsoftworks.com/forum/index.php?topic=8726.0   
 2. Download & install this mod
 3. Make sure this mod is enabled
 4. Fight at least one battle
 5. View the generated intel event using the 'e' key OR
 6. Press the 'L' key (configurable in mod's settings.json) when in the campaign UI


Mod compatibility:
  • Requires no extra mods/libs to function
  • Tested with nexerlin, SS+, lots of ships & factions
  • Compatible with all prior versions of this mod

Known Issues/Limitations:
  • Doesn't work for missions from the main menu

To remove this mod
Spoiler
  • Exit Starsector (if playing)
  • Set the property 'MaxCombatResultCount' to 0 in DetailedCombatResults.json
  • Start Starsector and load your save
  • Advance game time by two days
  • Save Game
  • Exit Starsector
  • Deselect DCR Mod
  • Start Starsector
[close]


Using this mod in other mods:
This mod is covered by the MIT license, you can do what ever you want with this, no need to ask.  Just be nice and mention that this mod exists and where you got it from :)


Change Log:
Spoiler
v5.3.0
  Configuration values can now be configured via Luna (Thanks Lukas04)
  Additional support for mods specifying damage or clarifying unknown damages
  Modification of vanilla on-hit effects to specify and clarify their damages
  Mod Authors, please look at the file: https://bitbucket.org/NickWWest/starsectorcombatanalytics/src/master/CombatAnalyticsMod/src/data/scripts/DCRIntegration.java


v5.2.3
  Supports having damage values supplied by mods (specifically Realistic Combat)

v5.2.2
 Bugfix Release:
  Ship count limit now configurable via JSON (for intel display)
  Updated wording for enemy fleet damage dealt
  Lightning gun from SWP now has its damage recorded correctly
  Don't process missile damages 2x (was caused by processing explosion damage and then missile damge)
  Don't count launched missiles as a part of a fleet

v5.2.1
 Bugfixes

v5.2.0
 Updated to .95.1a
 Now tracks missiles intercepted
 Now tracks explosion damage in a more robust manner (greatly improved accuracy)
 General improvements to damage detection accuracy

 v5.1.2
 Fixed issue with explosions and looking too deeply inside core objects. Thanks Photonsynthesis
 Better explosion damage detection

v5.1.1
 Add caching layer to prevent perf issues if IntelCombatReport.isValid() is called repeatedly (by mods)
 Data is now stored in a compressed format
 Now includes Chinese (locale=zh) translation (thanks saya39!): https://www.fossic.org/forum.php?mod=viewthread&tid=1667

v5.1
 Campaign Simulation Battles now create "simulation" combat results that last for a day
 Changed Flux Dmg -> EMP Dmg
 Localization fixes (some strings were omitted)
 Issue with Motes not always being properly identified

v5.0
 Updated to support StarSector .95
 Can now be localized, current localization is English
 Uses StarSector .95 damage listener system to give much more accurate values for damage.
 Now properly tracks (didn't before):
  • plasma cannons
  • Flak weapons
  • Doom Mines
  • Mines generally
  • storyline "things"
  • collision damage
  • on-hit effects
Beam weapons that use multiple beams (like Seeker's kaleidoscope) now have damage computed correctly
 Removed SaveDetailedCombatData
 Renamed mod to show scope and goal (not general analytics, just detailed combat results)

v4.6.1
 Fix issue with failing to parse a saved combat for which there was no damage dealt
 Minor perf improvements relating to loading saved data

v4.6
 Fix all projectile weapons dealing double damage

v4.5
 Another attempt at getting submunition damage correct
 Fancy new Icon thanks to Nia Tahl! 

v4.4
 Try again to get MIRVs to calculate damage correctly without breaking anything else

v4.3
 Fully compatible with prior version
 MIRV warheads should now calculate their damage properly (Thanks MesoTroniK)
 Defend against NULL in a place it shouldn't be possible but apparently is.

v4.2
 New save data format to enable new functionality
  • This won't break anything.
  • But your old combat data will be automatically deleted.
  • Your save game is fine.
No longer displaying kills based on killing blows, we now display Solo Kills (> 80% of hull damage) and Assists (> 20% hull dmg)
 DP destroyed based on pro-rated armor/hull damage
 Much more accurate damage calculations.  Not perfect, but much better.
 More accurate tracking of what ships were killed.
 Fighters are now treated as a singular weapon system, since that is often the most useful way of thinking about them
 Ships details "kill" grid removed, replaced with sprites:
  • now render sprites for ships that were solo-killed
  • render ship sprites that were kill-assisted (along with a damage overlay)
New enemy fleet status summary area
 Player ships are shown as Disabled/Destroyed/Retreated in ship list
 Added % hull remaining after combat, color coded
 Can now aggregate data based on history and generate a "Merged combat result"

v4.1
 Proper fighter kill count for TOTAL rows
 Denser data format for detailed combat data (to try and avoid 1MB limit)
 No longer using "ship list" functionality, now using rendered sprite images in list
 If SaveDetailedCombatData is set to true, save detailed results when main menu missions are played (saved on completion)
 Images scaled slightly by hull class
 Use 7 zip command line to build archive to hopefully work around archive slash issues

v4.0
 Added new intel window for post combat detailed results (press 'e')
 Weapons can now properly compute how many fighters they've killed (rewrote aggregation)
 Various bug fixes around things done in mods that aren't done in Vanilla (big thanks stormbringer951)
 If SaveDetailedCombatData is on, files will be written after each battle in the folder /saves/common/combatanalytics/

3.3
 Defend against key not being specified in JSON

3.2
 Handle possible exception (should only happen on some mods)
 Sort results by damage dealt desc

3.1
 Updated to starsector .9a
 
3.0
 Updated to Starsector .8.1a
 Fighters are tracked as weapon systems

2.0
 Data is persisted as strings so disabling the mod wont break saves
 Better exception trapping in case something unexpected happens

1.0 - Released
[close]

Forum: http://fractalsoftworks.com/forum/index.php?topic=11551.0
Source: https://bitbucket.org/NickWWest/starsectorcombatanalytics
License: MIT License (Do what ever you want, creators not liable)

15
Using SS+, but this might be a bug in normal.

I've got a ship that I've captured and it was mothballed on capture.  There's a slim chance it seems (1:30 ish) that after battle I'll have a bad low CR event against that ship.  The events can range from losing the ship to less bad.  Also, in case it matters:  I won the combat, there was a pursuit phase, this took place in a hyper space nebula.

Maybe this isn't a bug, but I would have assumed a ship in mothball was more or less in "stasis".

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