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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Euripides

Pages: [1]
1
Suggestions / Exploration
« on: January 29, 2023, 04:07:24 PM »
Suggestion/theorycrafting

Exploration addition that takes time and money to provide more salvage

  • Hire specialists from Galatea, pay their salaries, put them on planets with ruins, slowly acquire blueprints and salvage over months/years instead of instantly from orbit
  • Provide marines so they can access more dangerous ruined areas

Maybe provision with ships as well? Might be too far out of scope of the idea, but logistics ships with salvage gantry, cargo space, etc that can be given to the exploration and salvage team to improve results
Maybe automated transport of equipment to a designated storage location
Maybe tie event chains into excavations similar to what happens in Stellaris
Maybe replace current salvaging with this process outright (might be too tedious/annoying and reduce the gacha fun of opening lootboxes in new systems, so as an addition rather than replacement is probably better)

Higher costs and risks would result in better rewards; loot tables for planetary ruins could be adapted to have fewer expensive items like AI cores and more common items like supplies
Probably good idea to mark ruins that could provide more useful more expensive items; (Planet fortifications, "This planet has extensive fortifications scattered across its surface" more weapons, heavy armaments, ship hulls from salvage team) or something like that

2
Suggestions / Burn Levels
« on: January 29, 2023, 03:44:43 PM »
Suggestion/personal theorycrafting

All fleets operate at the same speed in the campaign map (maybe this isn't even necessary but I just don't like this disincentive of capitals being to make the game a slog - traveling slower)
Burn level determines which ships in a fleet interact first in a battle rather than determine fleet speed

Higher burn ships enter the battle first, then after some time, lower burn ships become available as reinforcements. (I think this should be fairly short, like 1-3 minutes between waves)
If the current burn level of ships is all destroyed the next burn level immediately enters (with a 10 or 15 second warning/delay to allow retreats of heavily damaged ships, etc)
The lowest burn ships in vanilla are burn 6 I think? At 1 minute between waves it would take 4 minutes for burn 6 ships to enter the field
Maybe a catchall level above 10 for anything with more than 10 burn as well

  • This lets frigates remain viable later on in campaigns rather than getting instablapped by capitals
  • Allows players to continue having a full mix of ships in campaigns and battles
  • Provides incentive for fleets to not simply be capitals vs capitals
  • Introduces new strategy in fleet composition
  • Helps keep battle sizes smaller and more performant
  • Introduces opportunity for new hullmods
  • Gives another balance lever for some ships (e.g. very tanky frigates with burn 7, very light capitals with burn 9)

and well basically gets rid of the annoyance I have with burn levels = campaign speed
everyone uses the Ox to drag their slow ships around at full speed in campaign anyway so I don't think many people are going to miss it; who even likes traveling at 12 burn around the map?

3
Modding / Overload Speed Debuff
« on: April 21, 2021, 08:28:43 AM »
When a spaceship is overloaded, it receives a movement penalty of 30% to its speed units

I'd like to make this as a mod but I do not know where to even begin. Is this something that is even possible to mod?

4
Quote
300601 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.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.title.TitleScreenState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Mods:

"$$$_lightshow",
"$$$_trailermoments",
"a_portrait", (personal portrait pack)
"raccoonarms",
"CAS",
"chatter",
"lw_radar",
"diableavionics",
"lw_lazylib",
"MagicLib",
"nexerelin",
"ORA",
"shadow_ships",
"sun_starship_legends",
"Sylphon_RnD",
"US",
"URW",
"shaderLib"

This crash occurs while in the title screen, maybe it has something to do with the AI combat going on in the background?

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