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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Reshy

Pages: [1] 2 3 ... 74
1
Modding / Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: December 06, 2024, 08:16:04 PM »
well, if you open up tips.json in the mod's data/strings folder it kinda tells you what's expected;
Voidlings are melee and heavily armored, you're either very mobile or have superior firepower.
Plus, you can choose most of the time whether to engage them.
As for the AI and shields... that teleporting minelayer system comes to mind.
But also, there is this system for measuring the threat level of ships in the game, and maybe that ship doesn't have those values set properly. I haven't gone so far as to look at that.

I've been using fairly agile ships but I've noticed that even with that they seem to not properly disengage from the void creatures when able to.  For example a Medusa won't phase shift away from a shield-piercing attack because it's shields are still up even if it's hull and armor is critical. 

2
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: December 06, 2024, 07:20:29 PM »
It's version 0.11.3, the crash only occurred once so far in the few hours I played with a new run.  I'm not sure what caused it or why but when I reloaded it didn't reoccur at least for the short period I played thereafter.

3
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: December 06, 2024, 07:17:34 PM »
I did have a question, why was Continuous Repairs made to be so much worse than Hull Restoration?  It seems nearly impossible to get rid of D-Mods with Second In Command Installed, nor is there a good way to avoid accruing D-Mods ( Given the general increase in difficulty of opposing fleets, avoiding casualties is considerably harder).  So if you are playing in large encounters, which you will be, recovering your destroyed ships is almost not even worth it because there's no way you can get it into an operational level, it's just better to strip it and scrap it and buy a new one.  Is that the intent of the second in command mod?

Because Hull Restoration is way to good, and would just limit peoples choices when using the mod. I dont think Dmods become unmanagable with SiC, first because as Phenir mentioned, the dmod chance reduction does actually reduce the dmods you can quite a ton, and combining that with just repairing the few ships that gain to many dmods works pretty well. For playstyles that inevitibly get way to many dmods, you can use Improvisation to make good use of it (Stuff like Fleets full of Reckless/Fearless Officers/AI cores). 

I also personaly like D-Mods being more of a thing with Second-in-Command, in vanilla, due to Hull Restoration, they are just almost not a feature at all. I think playing with SiC makes you notice that most dmods, especialy when you just have 1-2, arent actually that bad at all. I do wanna see if i can solve peoples issues with the dmod overlay/hope alex improves it a bit, but will see.

Okay, so that is the intent of the mod.  I'd probably disclose that up front since that's a massive change from vanilla and the mod already makes enemy fleets far tougher than vanilla additionally so losing ships and getting D-Mods happens far more often as well.    Either way I don't believe the changes fixes the centralization of the skill's issue, if anything it makes it worse since it's still affecting a random ship at a very rare rate which means you de-prioritize destroyers and frigates.  The protection against D-Mods was more than halved going from 90% at the maximum to 60% at the maximum (an effective decrease of 75%) and 75% at minimum to 30% at minimum (Well in excess of halving the effect).  More than halving the protection from d-mods is pretty extreme.  Additionally, the implementation of needing to destroy 6 Onslaughts (plus their brand new officers) to remove a single hull mod is laughably disproportionate, especially since it's still random so it's 6 onslaughts to remove a single d-mod from a single frigate.

Will comment that the "killing X DP of ships" effect also feels like it should be in the Piracy XO tree rather than starfaring (since starfaring is in every other case about maintaining your stuff and finding new stuff, not fighting other fleets).  If you wanted to make the effect itself more than a foot note I'd make it remove d-mods based off the size of the ship, something like "Every 240dp removes a d-mod from a capital, every 180 removes a d-mod from a cruiser, every 120 removes a d-mod from a destroyer, every 60 removes a d-mod from a frigate" or something to that effect.  That'd play into the pirate more aggressive playstyle versus starfaring's much more casual one.



Minor tangent here, but I feel like your automation XO's abilities for like repairing and such should benefit the entire fleet... which would reduce dependence on the starfaring XO you dislike people choosing.

4
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: December 06, 2024, 05:52:10 AM »
I got a crash as well:

1155440 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry
java.lang.NoClassDefFoundError: exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.Class.getDeclaredConstructors0(Native Method)
   at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
   at java.lang.Class.getConstructor0(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   at exerelin.utilities.NexUtils.instantiateClassByName(NexUtils.java:423)
   at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:354)
   at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:63)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:152)
   at starlords.ai.LordAI.chooseNewOffensiveType(LordAI.java:1134)
   at starlords.ai.LordAI.progressAssignment(LordAI.java:830)
   at starlords.ai.LordAI.advance(LordAI.java:96)
   at com.fs.starfarer.campaign.CampaignEngine.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.ui.InteractionDialogCustomPanelPlugin$ButtonEntry
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 30 more

5
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: December 06, 2024, 05:09:55 AM »
I did have a question, why was Continuous Repairs made to be so much worse than Hull Restoration?  It seems nearly impossible to get rid of D-Mods with Second In Command Installed, nor is there a good way to avoid accruing D-Mods ( Given the general increase in difficulty of opposing fleets, avoiding casualties is considerably harder).  So if you are playing in large encounters, which you will be, recovering your destroyed ships is almost not even worth it because there's no way you can get it into an operational level, it's just better to strip it and scrap it and buy a new one.  Is that the intent of the second in command mod?

6
Modding / Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: December 06, 2024, 04:58:43 AM »
SVC have reckless AI. (and this gets applied to any human officers that pilot them permanently). the weapons are basically designed to get around shields, too, and i'm pretty certain that's intentional at this point. but as for bug fixing...well, I doubt that'll happen. heh.

Usually a mark of poor design when it confuses the singleplayer AI, considering that's a major part of the campaign.


Will mention it does sorta feel like the creatures are designed assuming you're full boating exclusively HE weaponry, it could probably be worth tuning it down so they're not so much of an active drain on resources even when you overpower them.  Them getting around shields just makes them... for lack of better words, unfun, since they're ignoring a crucial part of the gameplay and the player can't be expected to pilot their entire fleet simultaneously.

7
Modding / Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: December 05, 2024, 10:06:03 PM »
The Toxocyst ship seems to play with an AI in a weird way, ships don't maintain proper distance or will refuse to disengage when damaged.  Additionally it's weapon seems to bypass shields, which the AI is also kinda not sure how to deal with.  As the AI is coded it'll remain in the fight so long as it's shield isn't pressured even if it's armor is completely stripped.  Might be worth looking at bug fixing those issues.

8
Odd question, but how viable would it be for an addon like this to be made for Second-In-Command?

i'm pretty sure this mod already works with SiC. problem is that there's hardly any point to it, since the amount of skills you can get with skill points is cut down so much.

A variant that allows for more skills on the XOs (or more XO capacity) could be a decent idea, if it's viable to implement at all.

9
Odd question, but how viable would it be for an addon like this to be made for Second-In-Command?

10
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: December 12, 2022, 01:06:42 AM »
you get access to virus bombing by having one of their cresil carriers in their fleet, it requires genetech & organics to do


Aaaah.... okay that explains why I've been struggling to figure it out.


Played around with it, it's definitely interesting.  Though the permanent modifier is a big limiter of it's employment since it doesn't burn itself out like regular viral plagues.  Maybe something that could be fixed with an atmospheric processor with cross compat with terraforming?  Not sure.  The AI did immediately create a Biohazard Prevention Agency immediately.

11
Modding / Re: [0.95.1a] Blue Friend Balls v1.0.0
« on: December 12, 2022, 01:06:09 AM »
Could make it a perk of the Automated Ships ability that AI cores are more manageable or sociable.

12
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
« on: December 11, 2022, 06:37:49 AM »
I wonder, is it possible to make ships without a defense system like a shield or phase the ability to treat their soft flux as hard flux for the purpose of some of the special hull mods?

13
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: December 10, 2022, 07:24:57 PM »
How do you even use the IEDs when piloting the ship?  All I get is a stupid clicking noise.  Even the AI regularly falls prone to this, I'll sometimes hear the clicking sound.


14
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: December 09, 2022, 11:28:54 PM »
So I have a question, but how do you get access to the special VIC related stuff?  You start with the revitalization center, though the rest of the stuff I haven't figured out how to get.

As in, the genelab that produces their special commodity?
you don't, that's exclusive to one of their planets.

Oh, huh, thought it'd be a special infrastructure like in Aurora Federation.  What about the bombing maneuver?

15
Modding / Re: [0.95.1a] Blue Friend Balls v1.0.0
« on: December 09, 2022, 08:09:17 PM »
Will say in hindsight it is kind of hilarious that AI cores complain more about being removed from power than your flesh and bone administrators.  I didn't know silicon could be so petty.

On a more serious note it would be nice to be able to transfer them from colonies, since typically when you're using them it's because you're at your admin cap and thus have more colonies than people to manage them at least from my experience.  Maybe it'd be possible to put them into the comm directory and give options to transfer their command to another colony?

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