Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - styxhelix

Pages: [1]
1
Bug Reports & Support (modded) / Pirate King
« on: March 12, 2024, 03:24:28 PM »
You can make a deal with a pirate king (10% of gross colony income) for some vague form of protection. Tangibly, it gives you -50 colony crisis progress. If you break the deal, you have to spend a story point to make it again.
However, if you raid the pirate base, it automatically breaks the deal and you can make another one for free (no sp). So just raid them a few time and you get your colony crisis progress spammed down to 0.
*Actually there is a limit of 2 times you can do this. Still weird.

*Actually, you dont need to even waste time waiting around a day to raid them, just engage the station and retreat
**Actually, another bug here. If you do this, the game tells you that the deal gets broken, but according to the pirate king its still in place.
And can someone tell me what the deal is even supposed to be? It doesn't affect any of my colonies' income. It references 'gross income', but colonies use 'net income'.

2
Bug Reports & Support (modded) / Random Crash
« on: March 12, 2024, 02:29:57 PM »
10243075 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.missions.ExtractionMission.addNextStepText(ExtractionMission.java:287)
   at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.addBulletPoints(BaseHubMission.java:2274)
   at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.createIntelInfo(BaseHubMission.java:2316)
   at com.fs.starfarer.campaign.comms.v2.oOOO.recreate(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.oOOO.<init>(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel. 00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.tagsChanged(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.  0000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

3
Suggestions / Raiding and Excess Units in 0.97
« on: March 01, 2024, 08:18:07 AM »
With the changes to player-induced supply in 0.97, it has become very easy to make huge profits through mass-selling, and then raiding it back.
1. Mass-sell items for excess (green) units
2. Raid it back with high raid effectiveness (you can even earn above 100% of what you sold if conditions are right)
e.g. (with 9 raid effectiveness)



It scales, with diminishing returns. (As items will progressively lower in price the more you sell, but you can still raid everything back.)
The overpoweredness of this exploit is compounded by the fact that you may gain very decent amount of experience. Somehow I don't lose a lot of marines in these raids either, maybe because raid effectiveness is high?

Furthermore, it seems that shortages due to raids expire faster than excesses due to player shorting, so you can actually raid colonies a second time.





Anyways, I think this is definitely unintended and broken enough to warrant a patch, which is why I'm putting it in bugs.

4
Bug Reports & Support (modded) / Maybe a bug?
« on: March 01, 2024, 12:48:04 AM »
Sell and buy price don't reflect market conditions
(Buy is $244, availability of Harmament is -12 due to raids)





5
Suggestions / infinite money method
« on: February 24, 2024, 07:37:14 AM »
I suggest something be done about it, because it makes the game more unchallenging than it already is.
1. Mass Sell commodity on BM (e.g. 20k food)
2. Raid it back (e.g. 2k marines)
3. Profit! You just got your commodities back (and maybe more), as well as the profit from selling it
You also get some xp

This method came to being because Alex changed the code regarding player-filled 'demand'.

Anyone know what the other inf money method was, that got patched?

Extras: if you have less than an massive amount of a commodity, you don't have to sell everything. Just sell until a new excess unit appears. effects are the same.
If you are rich enough to buy more expensive items, do that instead of food stacking. Much more efficient storage and moneymaker (20k for 200k food vs 2000 for 600k heavy armament)

6
Bug Reports & Support / Priority contact instability
« on: May 31, 2023, 09:00:14 AM »
I made this importance: 'very high' contact a priority contact, then returned him to normal contact a day after (kanta's den --> nova maxios --> tibicena). He still gave me the missions he would've as a priority contact, which made me think it was weird. opened up intel tab (while in colony menu), and saw he wasn't. when i went back to his contact page, his missions changed.



I tried replicating it, and managed to by toggling 'priority contact' in-menu. Maybe I remembered wrong...

Also, I've noticed that making a contact a priority contact sometimes reduces the amount of missions? Intended?

7
Bug Reports & Support / Alviss!!
« on: May 27, 2023, 06:06:03 AM »
If you sell Alvis out (and hand some technology cahe to tri-tach instead of him), and call an (independent) hireable officer, you get noticed that alviss has been notified that the matter of retrieval was 'resolved' through other means.

8
Bug Reports & Support / Satbomb timer
« on: May 15, 2023, 07:41:28 AM »
I colonised Crocodile in the Kumari Kandom system, so the LP ordered a satbomb on it, departing from Chalcedon. With 22 days to go (as stated in intel tab), my colony was suddenly destroyed.
When exited the application and went back in, I got a warning that they arrived in-system (despite still having 22 days before arrival). I saved a copy, reloaded prior copy, and immediate destruction again.
I'm only running utility mods, which should not impact this.

Pages: [1]