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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - puffzor

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Blog Posts / Re: Raiding for Fun and Profit
« on: December 10, 2019, 04:06:02 AM »
If I might make a suggestion - something that bothers me about the raiding system as is is how it is essentially "push button, get bacon" - it feels like just a bunch of dialogue options to skip through to get from point A to point B. Something that would make it really feel like an interaction with the game world instead of a menu option is if it was implemented like mining is in Nexerelin - you must stay in orbit for some amount of time while the raid is in the planning, deployment, and operation stages for e.g. 1 day or more (probably not longer than a week) depending on the complexity, risk level, and size of your operation. I think this would also set up some tension in the early to mid game when you actually care about the system patrols that come when you alert the planet you're raiding.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18
« on: December 04, 2019, 05:48:22 PM »
the new bladewood looks sexy af, nice work

Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.10b
« on: December 01, 2019, 03:16:08 PM »
Did something about the overcharged fusion torch change recently? I see that it's marked as fairly rare in the weapons.csv but I haven't seen a single one in over 20 cycles in my latest game, whereas I think the other weapon that has a similar rarity modifier I've seen multiple times in different shops.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: November 24, 2019, 02:59:42 PM »
How do blade breakers support such supply-hungry fleets?

Bug Reports & Support (modded) / Re: [0.9.1a] Admiral AI crash
« on: November 21, 2019, 04:52:06 AM »
Haven't been able to repro it, but I was wondering if it's related to the fact that sometimes when you're aiding an orbital base and there are civilian ships that are reserved, if you try to pursue them it kicks you out without letting you actually chase the ships, maybe there's some sort of conflict with multiple invasion fleets where if that situation occurs it causes this? I don't really know anything about the internals of the engine but it was just something I thought fit the circumstances.

Got a c2d, not sure if it's related to Nex but it happened during a defense of one of my planets from a Hegemony invasion fleet so I figured I'd post it here. 

4646281 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.combat.CombatFleetManager$O0.getLocation(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.computeEta(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.return(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at Source)
at Source)
at Source)
at Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)
4646397 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_hegemony_encounter_02_hostile.ogg]
4646397 [Thread-10] INFO  sound.null  - Playing music with id [faction_hegemony_encounter_02_hostile.ogg]

This happened when I aided my star fortress against an invasion fleet, there were about 6 of them. When I won, I immediately engaged the remainders of the fleet, and the c2d happened. 

Current modlist:
  "Another Portrait Pack -ReWork-",
  "aaCari UIl",

Mods / Re: [0.9.1a] Scy V1.58 (2019/11/18)
« on: November 20, 2019, 07:24:10 PM »
Well it's still there... I seriously considered removing it entirely.

All good dude, it was my favorite weapon and I still love it even if it's not as effective. Just a really cool concept.

Mods / Re: [0.9.1a] Scy V1.58 (2019/11/18)
« on: November 20, 2019, 03:31:05 AM »
Tartiflette: changes Orion artillery 
Me: Look how they massacred my boy!

what does it mean "halve the effect of the target station officer"? Does that mean alpha cores slotted in star fortresses will be vulnerable to invasion fleets now?

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: November 17, 2019, 01:55:39 PM »
Reliants are really good for filling up slots in ships that have a lot of excess small ballistics slots. In fact I find them pretty OP just because of how much extra PD capability it adds to ships without any real downside, something that high tech ships are lacking.

Modding / Re: How to add custom fighters?
« on: November 10, 2019, 10:09:03 PM »
This mod is amazing 13/10 would recommend

Mods / Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
« on: November 09, 2019, 08:48:41 PM »
The full description of the terrier explains this, i just noticed now it only appears fully in the codex, my bad i will make sure this explanation is always visible:

Not all weapons can be refilled, built in weapons cannot be reached by the drone and so they cannot be reloaded and weapons with very limited ammo require special materials that cannot be replaced during combat. Small weapons must have at least 2 max ammo to be reloadable, medium weapons require 5 and large weapons must have minimum 20 ammo clips. The drones are not programmed to refill ammo of their own carrier ship's weapons.


Does this include ammo gained by the Expanded Missile Racks hullmod? So a terrier wouldn't reload a small mount reaper unless it had expanded missile racks?

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
« on: November 05, 2019, 10:32:45 PM »
Question about the Alastair - are there any plans to make the built-in HE cannon projectile have more hitpoints? It's so fragile that 99% of the time it doesn't even get close to landing because any stray bullet or flak explosion will kill it. It actually feels like the ship would be better off with the weapon taken out as right now it's just a waste of flux.

Mods / Re: [0.9.1a] Commissioned Crews 1.4
« on: November 04, 2019, 10:09:25 PM »
There seems to be a bug with the tri-tach assistant commissioned crew bonus and its interaction with the flux coil adjunct hullmod. It is applying its bonus to flux dissipation instead of capacity.

Mods / Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« on: October 31, 2019, 11:53:32 PM »
Awesome, I didn't actually know it could be killed with a capital or small capital fleet! It's designed to play like a bullet hell boss, so what I would actually recommend is bringing a handful of Harbingers and Afflictors (and the IBB Harbinger if you have it) and chain-deploying them while using a capital or two as cannon fodder to draw its fire.

Yeah I actually managed to kill the thing pretty easily with only 3 capitals in my fleet (2 conquests and a victory). I brought it down by flanking it with missile cruisers and destroyers and some carriers and shooting at the engines through the shield gaps. I did lose the 2 conquests though. If I had a criticism of its AI behavior which made it a lot less threatening, the aiming of its main cannon is pretty finicky and it missed 90% of its shots.

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