Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

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 - prav

Pages: [1]
1
General Discussion / Small kinetics in 0.95.1a
« on: December 14, 2021, 10:44:45 AM »
I think the light kinetics have ended up awfully homogenized. With the same range, similar accuracy, and similar efficiency there's little compelling reasons to use one over the other - you end up quibbling over minute differences (a subject always sure to bring out fierce discussion) and counting single OPs for mathematical efficiency.

It's a form of balance, but I think I preferred the options I had back in 0.8.1, warts and all.

2
Suggestions / Block cancelling burn drive briefly on activation
« on: December 12, 2021, 03:38:49 PM »
I'm sure I'm not the only player who mashes F while Burn Drive is on cooldown, only to mash one time too many and immediately cancel it.

3
This code worked without issue in 0.95a rc15.

Spawning a projectile with the following line causes an immediate NPE in spec loading.
Code
DamagingProjectileAPI shot = (DamagingProjectileAPI) engine.spawnProjectile(
ship,
null,
"prv_fracturer_system",
origin,
angle,
ship.getVelocity());
Attempted mitigations:
Removing the cast and assignment does not help.
Replacing "prv_fracturer_system" weapon id with "heavyblaster" or "lightac" does not help.

Replacing "prv_fracturer_system" weapon id with "bomb" bypasses the issue, the game does not crash.
Replacing the null WeaponAPI argument with ship.getAllWeapons().get(0) bypasses the issue, the game does not crash.

Stack trace
Code
1477399 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
at com.fs.starfarer.combat.entities.MovingRay.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.a.Ò00000(Unknown Source)
at com.fs.starfarer.loading.specs.a.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
at scripts.shipsystems.prv_fracturer.apply(prv_fracturer.java:106)
at com.fs.starfarer.combat.systems.return.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

.proj
Code
{
"id":"prv_fracturer_shot",
"specClass":"projectile",
"onHitEffect":"scripts.weapons.prv_fracturer_OnHitEffect",
"spawnType":"BALLISTIC_AS_BEAM",
"collisionClass":"RAY_FIGHTER",
"collisionClassByFighter":"RAY_FIGHTER",
"length":45.0,
"width":7,
"fadeTime":0.3,
"fringeColor":[220,160,255,196],
"coreColor":[255,255,255,255],
"glowColor":[51,0,153,196],
"glowRadius":25,
"hitGlowRadius":25,
"textureScrollSpeed":64.0,
"pixelsPerTexel":5.0,
"bulletSprite":"graphics/missiles/shell_gauss_cannon.png"
}
.wpn
Code
{
  "id": "prv_fracturer_system",
"specClass":"projectile",
"type":"ENERGY",
"size":"MEDIUM",
"turretSprite":"graphics/weapons/blaster_turret_base.png",
"turretGlowSprite":"graphics/weapons/blaster_turret_glow.png",
"hardpointSprite":"graphics/weapons/blaster_hardpoint_base.png",
"hardpointGlowSprite":"graphics/weapons/blaster_hardpoint_glow.png",
#"glowColor":[155,100,255,255],
"glowColor":[51,0,153,196],
"turretOffsets":[10, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[15, 0],
"hardpointAngleOffsets":[0],
"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"GLOW_AND_FLASH",
"muzzleFlashSpec":{"length":40.0,   # only used if animationType = MUZZLE_FLASH
   "spread":15.0,
   "particleSizeMin":20.0,
   "particleSizeRange":10.0,
   "particleDuration":0.12,
   "particleCount":12,
   "particleColor":[51,0,153,196]},
#"autocharge":true,  # whether the weapon will continue charging and fire if the LMB is tapped instead of held
#"requiresFullCharge":true,  # for pulse weapons - whether the weapon will fire at a lower strength partial charge
"projectileSpecId":"prv_fracturer_shot",  # projectile that will be fired
"fireSoundTwo":"heavy_blaster_fire",
}
weapon_data.csv
Code
Fracture Packet,prv_fracturer_system,3,,0,2000,,150,,0,12,,,,,ENERGY,150,,,1,,,0,0,0,0,,700,,,,,,SYSTEM,,,prv Starworks,,Anti Flux,,,,,,,,,,87137

4
com.fs.starfarer.api.impl.campaign.graid.ShipWeaponsGroundRaidObjectivePluginImpl

If a faction does not know any eligible fighters (eg only high-tier while maxTier is 0) the game can enter an infinite loop at line 329, as fighterValue never decrements while the game tries to pick from an empty picker.

Code
while (fighterValue > 0) {
FighterWingSpecAPI fighter = fighterSubset.pick();
if (fighter != null) {...}
}
}
The other categories may have the same problem.

Repro steps: Delete all known fighters from tritachyon.faction, start a new campaign, and raid Culann for Ship Equipment.

5


Download


Probably best to not take this effort too seriously. These mirror variants will show up wherever you'd find a regular Odyssey.



Ody & Ybo-class Battlecarrier
Four wings, two front-arc large energy mounts. Ship system is a Targeting Feed.



Yesosey-class Battlecruiser
A broadside ship with a hefty armament. Retains the High-Energy Focus system of the Odyssey.

Thanks to the guys who got me thinking on the idea. Have fun with it.

6
Mods / [0.95.1a] prv Starworks v24.2 (2022-09-14)
« on: June 04, 2017, 08:43:35 AM »

DOWNLOAD prv Starworks v24.2
requires Starsector 0.95.1a-RC6 or later

Requires Lazylib, Graphicslib and MagicLib.

Additional content:
DOWNLOAD prv Extraworks v2 - Even more ships, bounties and missions.
DOWNLOAD prv Path v1 - Pather versions of the Mora, Talon and Broadsword

Ships, main models:
Spoiler

[close]

prv Starworks adds two new factions, the prv Starworks corporation and the Rust Belt, to the sector with associated star systems and a wide array of ships and weapons. The new prv equipment is popular among the Persean League and the Sindrian Diktat, but the more common pieces can show up all over the sector.


the prv
For the upstarts and opportunists of the prv Starworks megacorporation the post-collapse era has been ripe with opportunity, a time where wealth and power is within reach of anyone brave enough to reach out and grasp it, hold it down, and make it his own. After a series of leveraged buyouts, hostile takeovers, and a few direct invasions, the prv has managed to carve out a fief of its own and is eyeing the post-collapse sector hungrily for any new opportunities for an ”acquisition”.

The Works, an orbital megafactory orbiting a backwards fringe world, form the heart of the corporation's power. There one of only a few still functioning nanoforges in the sector churns out ship after ship, squadron after squadron, fleet after fleet to allow the prv to challenge the sector for supremacy. The major powers are not entirely impressed however - what could a group of fringe-worlders hope to accomplish against the likes of the Hegemony? The prv seem to agree, and have pursued trade alliances with the neighboring powers of the Persean League and Sindrian Diktat. Haughtier voices in the inner sector have gone as far as to describe the relationship as ”tributary”.

Indeed the situation of the prv is not entirely clear-cut. While their industrial capacity is respectable and the corporation's navy grows stronger by the day, they lack military experience and have an unenviable strategic situation with vulnerable supply routes connecting far-flung and isolated assets.

prv military doctrine has them operating "with the utmost priority on creating and exploiting flaws in the oppository tactical disposition"; ie as underhanded tricksters. Expect cheap-shots, disorienting support systems and ships that split the difference between ambition and hubris. This line does come at a cost however -  take out the few solid line ships that the prv field and the whole fleet quickly crumbles. Which may be easier said than done, as they are adept at reacting to changing tactical circumstances.


the Rust Belt
Formally the Great Belt Alliance, but even the Rusters own official documents have trouble sticking with the full name. As a barely coherent confederation of not-quite outlaws, outcasts and other fringe elements, the Rust Belt hover just at the edge of ”shoot on sight” status with the established legal authorities of the sector.

Most of the spacefaring population of the faction live as scavengers, salvagers and miners in the Kratul Rust Belt, where the ship graveyards and asteroid mines can be scoured for a great abundance of rusted-up minerals. But, should a salvage group come up empty-handed Rusters travel well-armed and have been known to take live prey. So to speak.

Recent history has the Alliance butting heads with the prv, with a few convoy raids too many spurning the great corporation into a furious vendetta. Frequent prv patrols comb through the miserable ship graveyards of the Kratul system, trying to figure out which rusted hulks are dead, and which are Rusters that have gone dark - possibly laying up a vicious ambush. This low-intensity war has been ongoing for decades, and shows few signs of ending any time soon.

Ruster military doctrine is generally ad-hoc, with chain of command believed to be largely optional and "bring your own ship" being the main method of military procurement - though a few syndicates do operate private fleets. Ships and weapons range from solid old faithfuls to recklessly modified pirate ships that no one's even bothered to scrub the skull-and-crossbones from. The end result tends to be a collection of riff-raff orbiting a solid group of slow and powerful ships; an unbreakable rock - with all the flexibility that implies. Defeating the Rusters' light support lets you dissect their core at your pleasure - assuming you don't run out of CR before they run out of durability.


the Agni
::contact IFF off, inves-igating- previously evacuated, ma-ked with warning b-acon grade 2, empty of settlements for 97 cycles-
::unable to c---irm plume signature, does not ma----known emission pat---ns---- rec----y team: four salvagable, on----l loss-
::armor is pr-----ndifferent to attack types- high impact reco-----d, highly resistant to-
::lig------nt set---k we are recomme----g investigative efforts shift to observational methods-
::remain te------- set--ing m---- sta---s and infr------ure in --e sys---
::ethi----q--ion not to be pu---ed, Gy-----g inv--e h-use privil-ges o----e m-----

Signals fragments reconstructed by hyperwave splitting coprocessor Yotta-Thau, Stjärngård system, c157-c186


Old media:
made with sf-edit

Pages: [1]