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Topics - Zapier

Pages: [1]
1
General Discussion / Another Thank You - And Wish
« on: April 24, 2021, 11:28:48 AM »
It’s been ages since I’ve posted anything but have been lurking for 10 years now as I recently noticed. For what the game was then, it was well worth the money spent and what it has become, as well as the iterations in between, it continues to supply me with many enjoyable hours of gameplay. Few games spark my interest enough to keep returning and I’m glad this is one.

For me, this game keeps scratching that itch I got from when I first played the Star Flight games. There’s the story stuff, but you can kinda skip it. There’s the ship customization with fleet building here. Crew and supplies. The obvious exploration and colony building. All things that in many ways I can compare to those games as things I loved or maybe wanted. As with everything nothing is perfect but Starsector does a great job for what I enjoy and there’s not enough thanks I could ever give to see it come this far. That thanks also extends to the modding community that give more options and varied play styles. Finally a thanks to all of us who bought and support the game with our bug finding, suggestions, individual tastes that help shape it too. It’s been a hell of a ride and I’m glad it’s not done yet. Thanks to all for making Starsector, Starsector.

Oh and about that wish. Just thinking of Star Flight, I know one thing I am missing. I need those planetary excursions with my little ground vehicle fighting aliens, scanning for profitable mines, collecting those valuable creatures, etc. Hopefully another Starsector or distant (past 1.0) could find a way to include a map for exploring planets with your own equally customizable ground crew that could easily just be a kind of system map. Could be fun. One can still dream for more.

Thanks all for the decade of memories and experiences and here’s to the next decade of them.

2
Bug Reports & Support / [0.9a RC10] CTD after combat, debris salvage
« on: November 29, 2018, 11:02:12 PM »
Spoiler
8885471 [Thread-4] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. addMember(ShipRecoverySpecial.java:248)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:160)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:151)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction$SalvageSpecialDialogPlugin.init(SalvageSpecialInteraction.java:57)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction.ex ecute(SalvageSpecialInteraction.java:165)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
   at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.U.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I think that's the log. Sorry if I accidentally got more than needed because I loaded it back up to see where my last save was. (back at the start of my night! Argh!)

So, I just finished a slog with some Luddic Church fleet and the after action stuff went through just fine, including recovering ships and the post battle salvage. After the fight I saw the debris field and immediately went into salvage to check out what else I could get and ended up having the two choices to assess or leave. Clicking assess resulted in the nullpoint error and nothing came up, nothing happened even. Tried to click leave and same thing. Anything I clicked did nothing until it finally CTD. Not sure if it'll be helpful and the save is too far back to even try to reproduce sadly. Let me know if you need anything or if its usable.

Oh, and it's straight up, no mods installed. Haven't had mods since way back either and I've played a good portion so far and this has been my only issue so far.

3
Suggestions / Crew and Combat Readiness and Supplies (CCRS)
« on: December 11, 2015, 06:00:36 PM »
Spoiler
So I thought I'd list this google doc here. I don't know how aggressively I'll work to do this. Maybe at the very least I'll document the various hulls, but I'll try assembling some semi-random changes based on the idea if enough people are even remotely curious.

https://docs.google.com/spreadsheets/d/1Tx570wZW08ZfoyefAaQda9a4NIgq7mkh1HrgbaH2t5A/edit#gid=2026035096
[close]

Doing a quick search I can't find much suggesting its been talked about much before, or even very recently for that matter so here goes... oh, and I'm editing this at the bottom with additional pieces/thoughts if you check back later.

The following suggestion isn't for really changing how much supplies CR uses but more for adding in another reason to carry extra crew aside from being basically spares for when one falls off a bulkhead into space when someone punches the ship's internal structure.

I've always been a little irked by the idea of ships having their 'skeleton crew' numbers when its basically just the minimum number of crew needed to actually function properly and having more than this 'skeleton crew' seemed pointless if you never suffered crew casualties. So, what if we make this skeleton crew number really matter?

Right now, a ship has many variables as we know such as the Eagle:

Spoiler
Eagle Stats Per Codex
    12%  CR per deployment
    3%  Recovery rate (per day)
    22  Recovery cost (supplies)
    480  Peak Performance (sec)
    150/150  Crew Complement
    22  Maintenance (supplies/month)
    250 Maximum crew
    150  Skeleton crew required
[close]

So, using that, whether you have 150 crew or 250, you'll get those stats (if I'm not severely mistaken through all my games... I'll be very embarrassed otherwise). Some players might still have 250 crew or maybe 150 and some marines or some mixture in between. Now, what if we actually change the crew complement stat to be something like say... Maximum Crew Complement (MCC) or something? Let's say with the Eagle it could be 300 for ease of this suggestion.

Some of you might already guess what I'm going to suggest, but others might ask how it could be 300 if the Eagle has a maximum crew of 250 and what purpose would it serve anyway? Glad you guys didn't ask!

First, let's change that silly Maximum crew stat to be called Personnel Quarters (or whatever... just, it basically is just saying how many crew and marines this ship alone can carry, doesn't actually say how much you need since its way over what you need in most cases currently). Now, let's say you have a little Mudskipper in your fleet so you have an extra 100 Personnel Quarters for a total of 350... I really just want us to have 300 to work with in this demonstration so I could care less if you might only have like 345 technically usable after that ships own crew needs.

With these changes, you could now get to that 300 MCC (see above) or just to 250/300 if you didn't have a mudskipper with you. Yes, you only needed 150 to actually operate the ship with combat efficiency, but now since you have 300 crew which is its MCC you will get some additional benefits (maybe benefits to some and wholly unnecessary to others). What if now with this MCC being full you get say... twice the recovery speed, and like half or quarter if half would be too much of the maintenance cost? Possibly even a modest boost to the peak performance? My idea behind it is just that with a full crew, you're getting your maintenance done faster which is the boost to recovery and lower maintenance costs being because of having a full crew you're on top of things so stuff breaks less often since its getting checked regularly instead of just enough to not be broken (which to me is what having a skeleton crew is, you fix what needs fixing not keeping things in tip top condition). Could be listed perhaps with values like this, the first being at skeleton crew, the second at full:

Spoiler
Skeleton Crew Levels
    12%  CR per deployment
    3%/6%  Recovery rate per day (cur/max)
    22  Recovery cost (supplies)
    480/600  Peak Performance Time (cur/max)
    150  Crew Complement
    300 Maximum Crew Complement
    150  Skeleton crew required
    22/11  Maintenance: supplies/month (cur/max)
    250 Personnel Quarters

Full Crew Levels
    12%  CR per deployment
    6%/6%  Recovery rate per day (cur/max)
    22  Recovery cost (supplies)
    600/600  Peak Performance Time (cur/max)
    300  Crew Complement
    300 Maximum Crew Complement
    150  Skeleton crew required
    11/11  Maintenance: supplies/month (cur/max)
    250 Personnel Quarters
[close]

All these would need some serious balancing thoughts as I'd hate for it to be ridiculously beneficial, but I want to see there being a true usefulness to having more crew and being above the skeleton crew. It makes troop transports more beneficial akin to fuel transports but maybe even more important. You could also have some ships not really benefit or have a higher MCC than its skeleton crew, like shuttles. They aren't really designed to have many people in the first place.

Ideally, I would love to see some ships have a much greater need/benefit to having large amounts of crew on hand, especially in the case of cruisers and capitals which is being less needed/available on smaller ships like frigates except in some variants. I have many thoughts on this and would love to bounce some ideas off people or hear others thoughts on it if it could be useful/wanted/doable...

Edit 1: Also just clarifying that a new achievable level of maintenance, cr recovery and peak performance could only for select variants and types and some could see no change at all. Just thought this could be useful with some faction specific variants too by maybe having higher maximum crew complements to achieve different levels of performance and recovery.

Edit 2: Figure I'll just add some edits here as I want to add things, such that this idea could also play off the Command Experience skill. Perhaps the making do perk can still be in, but have it at 5 and make it so when its operating with 50% less, you suffer slower CR recovery, less peak time and more maintenance since it truly would be 'making do' then but at 10 levels it can take away some or all of the making do penalty. Conversely, you could have the skill allow for larger maximum crew complements or something to give some ships a benefit, but I wouldn't know how to make this really apply to ships that maybe don't have a higher MCC than its skeleton crew if this idea is left being selectively applied as I would intend it to be used.

Edit 3: This could also play off of some additional leadership skills to affect better or more MCC for ships to create some potential benefits.

Edit 4: Added a link in the top spoiler to a WIP google doc.

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