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

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Messages - IraqiWalker

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1
I am running into an issue with 0.4.4. It launches, but it doesn't update, doesn't trigger an error, and I can't click on any buttons.

2
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: November 22, 2021, 06:52:45 PM »
I'm looking forward to all the fixes and updates folks might be able to do to revive this mod.

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General Discussion / Re: Does anyone else prefer using mainly frigates?
« on: January 22, 2021, 12:01:40 PM »
I tend to avoid frigates mostly because they just don't kill fast enough. Almost all fights in the game I fight when outnumbered 120 to 180, and the most reliable way to win is by having ships that can burst down enemy destroyers immediately, quickly gang up on cruisers, and then camp reinforcements. Frigates can't do that, outside of the few premium ones (SO Brawler, Tempest... and that's it I think), and even when they do, they are worse than destroyers at it (die to fighter swarms, run out of PPT).

It also somewhat boggles my mind that most frigates in the game are intended to be "support" ships that can't achieve much on their own and are supposed to escort bigger ships. What's even the point of an escort that has PPT 3 times lower than it's mothership?
My fleets usually are composed of 5 ships of each class, minimum, plus the fuel, troop, and cargo haulers. The frigates I have are usually used in hunting down fleeing enemies.  Sure, my 4 tach-lance paragon can literally delete several frigates with one click of the fire button, but it is annoying to keep chasing them. So usually, if I deploy frigates, they are either deployed and ordered to be escorts, summoned as reinforcements once my big ships have worn down their big ships, to go kill and chase, or sometimes used only in the second engagement when I am pursuing the survivors.

I know people love phase ships, but for me, the Medusa destroyer is queen of the chase. I usually have an officer commanding a medusa as the head of my pursuit fleet.

Exact loadout: 2 light needleers up front. 2 Heavy Blasters, 2 IR Pulse Lasers on the front side mounts, and two burst pd lasers on the rear mounts. 1 capacitor, 19 vents, hardened shields and resistant flux conduits.

A small squad of these can burst down shields and hulls super fast.

They're not meant for long duration missions, they're meant to show up, blow something up really fast, and get out. That's how I use my destroyers, and my frigates.

Now, when running an all frigate fleet, there's something to be said for getting the damaged and worn down ships to retreat, and sending in a second, third, or even 4th swarm.

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Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: January 22, 2021, 11:50:28 AM »
The bar event still bugged for now.
Ah, good to know. Thanks for the info. Apologies if it was mentioned earlier and I missed it.

5
General Discussion / Re: Does anyone else prefer using mainly frigates?
« on: January 21, 2021, 05:47:29 PM »
Battle size is total - you and your allies and your opponents. If you're deploying 360, and battle size is 500, that means your opponents can only field 140 points worth of ships.

Well that makes a LOT more sense to me now. Thanks for the explanation.

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Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: January 21, 2021, 05:38:06 PM »
I cant seem to find the rep that sells the wurgandal, even though I am well over level 50, max rep with indies, and have 25 million credits. Is this related to the past level 50 progression mod I'm using?

EDIT:  I've procured myself a wurg through console commands, and I have no idea how to fire the tyrant's eye. The ammo starts at 0 and stays like that through out the whole battle. I've only managed to fire it once in a simulation, and I have no idea on how I managed to get ammo.

Did you try the markets with ED Shipyards on them? like in Nova Maxios, its in the bar.

It says in the description: you need to keep the ship flux high to accumulate energy, the higher the flux the faster it charges (about 2.5 minutes max flux), be careful to not overload though, it resets the counter to zero.

I personally have been parked on Nova Maxios for a couple of weeks now. Sadly, the bar event is not showing up for me.

So, I tried adding one to my fleet through console commands. Which worked. However, the Tyrant's eye does not fire even after charging. I'm not sure if it's because I didn't do it through the bar event, or if it's something else.

All in all, I am LOVING this mod. The ships are so varied and fun. The Newfoundland is a godsend, too.

7
General Discussion / Re: Does anyone else prefer using mainly frigates?
« on: January 19, 2021, 04:30:09 PM »
One thing confuses me endlessly: I set the battle size to 500. Why can I not deploy 500 points worth of gear? Why is it 360 tops?

8
General Discussion / Re: Pirates Ruin the Fun
« on: January 19, 2021, 12:56:55 PM »
Every time I start my first colony it feels like the game ends for me. I cannot explore or trade, because I need to keep guarding my colony. Right after one raid I get another almost instantly. At some point pirates just send fleet so big that I can't withstand the pressure. I lose my fleet or my colony gets raided. Either way it leads to decivilization of colony and me quitting my current game. I used to play with Nexerelin mod, but I've read pirates can be much more aggressive. I've deactivated it, but to my surprise, in my next playthrough it got even worse.

It feels like pirates are the strongest faction, they have bases everywhere, they spawn massive fleets out of nowhere. I destroy hundreds of their ships, but they keep coming back. Other factions seem not to care about me whatsoever, but the moment I settle my first colony pirates just can't give me a break.

It's a shame really, because this games feels so good and so balanced on so many different levels. Getting to the point of colonizing is so much fun, but after that I'm stuck. I don't know, maybe I'm doing something wrong or missing something. I'd love to know, because this game is one of the best games I've played in a while and fact that it is still in development is exciting, since there is more upcoming content. However, for now I can't make myself to start another playthrough, for it is too frustrating.

I grant you pirates can become a problem. However, that usually stops being an issue for me around the time when my colony has the patrol HQ and station up. Normally, I already have a couple million saved up before I get my first colony, so I can afford to sit there and make sure it survives the first 8 or so months until it's defenses are up.
Some of the strongest fleets the hegemony can send my way have a chance at defeating my defense fleets (when you throw 4+ Onslaughts into a fight, it gets kinda hard to stop them). However, they all fail at the ground assault, without question. Especially if you got the planetary shield to help make your ground defenses even better. However, by the time those fleets even start showing up. I'm running around in a Paragon fleet, or something similar, ensuring I can delete any threats that actually require my attention.

The Intel panel shows you the odds of the raiding fleet succeeding. If that says the fleet will be repelled, I don't even bother destroying the base until I'm done with whatever job/quest/idea I'm working on.

Oh, and don't be afraid to slap an Alpha AI chip in the population slot, or even make it the admin of the colony. Helps quite a bit. However, that would trigger the Hegemony AI Inspections, and Luddic Path terrorists,. If your colony is stable enough, you don't have to worry to much about those until they get active. In this current playthrough, I have 6 colonies across 4 systems (for newer players, I seriously advise against this. It compounds the whack-a-mole you have to do with pirates and LP).

If anyone is interested, this is my seed: MN-3049022162577647708 I really recommend not colonizing until you get the quest for the red planet (planetary shield quest). The quest system was of the farthest to the south west, and it had three amazing worlds with a good spread of resources ,including volatiles (1 Terran, 1 Jungle, 1 desert). Honestly, an excellent start in terms of resources, as the colonies could be quite self reliant. downside is you're quite far from most things (About 38 ly from the core.) However, if you have the hyperdrive mod installed, that's no longer an issue as NPC fleets can use it too, making even the longest trip seem quite quick. I settled 4 systems down south that had some nice planets. Again: Not recommended for newer players.

EDIT: Something to be said for the Odyssey line of ships. 2 fighter bays might not seem like much, but that ship can be fitted with terrifying weapons allowing you to have a  carrier that is mobile, fast enough to catch shuttles, tanky, and hits like truckules on steroids. Other players have already mentioned it but having a fleet of carriers can make combat much easier on you. My standard formation includes a flotilla of Herons with 2 odysseys in the front line. You want them, plus some ships that can frontline for them (odyssey, Paragon, Onslaught, Conquest ... etc), and the bombers will take care of the rest. Yes, this fleet is expensive, but your colonies will be able to fund it 4 times over when they are built up.

9
Quick question: Is it possible to use version checker on this mod now, or is that Java issue still unsolved?

10
I've seen a few mods that had no .jar files, and they are normally ship adds... What you could do is look at the mod Missing Ships. The only thing they do is add a few ships, and they have no .jar file at all.

They oughta help you see if there is anything missing.
I double checked, and it looks like my file is fine. Thanks for the recommendation.

if you check starsector.log, that should have a stack trace which - along with the few lines before it - might point in a more specific direction as far as what the issue is.

Looked through it, and after sifting through a LOT of text, I ran into this line:
37883 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [ABSOLUTE_AND_CWD: null]

I'm not sure why it's not seeing my csv file in the /mods/mymod/data/hulls folder.

Any ideas?

11
I tried looking around, but couldn't find anything yet (Maybe I haven't dug deep enough).
However, I followed the Intro to Modding walkthrough by Vayra, and when I try to launch my game with the mod I created (simple ship mod to test adding ships in) I get a crash instantly with the error "Fatal:null"
I'm guessing the cause is probably the mod_info.json file, but I compared to others and the main difference has been the lack of .jar files, which I'm not sure if I need or not considering I'm not using any special assets.


12
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: February 20, 2020, 10:12:54 PM »
Hi folks, I just created my profile not 5 minutes ago. Been playing this game for a couple of weeks now, and I just saw the art style and design in this mod and I fell in love.

Would someone be able to provide a list of what software I would need to get in order to attempt creating custom ships? I would also love to know what was used to create the transformation animations. I don't need a walkthrough, as that would be asking too much, just a pointer in the right direction and I'll try and figure it out from there.

Thank you,

For a start, you might want to head into the "Modding" forum category for information rather than occupying a released mod's thread. Regardless, modding Starsector is really easy - at least the basics of "adding a ship".

Spoiler

There are a couple of tutorials around for this sort of thing btw, but not a huge amount. Vayra's tutorial is fairly well-regarded (if still a WIP last time I checked), but your biggest and most interesting resource for modding advice - beyond the stock game files - is the Starsector Unofficial Discord, where you can find lots of established modders talking about content design and creation.

If you want to make your own sprites through whatever means, the usual recommendations are Photoshop (if you want to pay for things) or Krita and Gimp (if you want free stuff). The latter two are recommended in combination as they each have features the other lacks - I use Krita for most things and Gimp for checking pixel mass.

When it comes to "coding", to just get a ship in game you need to start with the Ship&Weapon Editor. It's pretty self-explanatory to use, and with it you can create ship hulls, variants, weapons, fighters, etc. without needing to do finnicky stuff by raw text.

Even so, it's helpful to edit game files in raw text, so having Notepad (ideally Notepad++) or an equivalent editor is a must. You'll also want a spreadsheet editor - Excel or LibreOffice are recommended - for editing those "CSV" files, which are basically spreadsheets of data and can be edited as such.

All of your files will need to be in a mod environment, ie. folder structure, and you can reference any old mod for an example of how to arrange this. Alternatively, I've got a Mod Template lying around for just such an occaision - it doesn't have everything, but it has the major folders already in place as well as the "mod_info" file.

From there, your first reference should ALWAYS be the vanilla game files. Want to know how to make a ship variant? Look in the core game files. Want to know how to make a hullmod? Core game files. And so on. This applies to many features and covers a large amount of the basics - ships, variants, weapons, fighters, factions, missions and basic hullmods and ship systems.

Once you get into actual coding of scripts, you'll want an IDE - a programming environment application. I use NetBeans, but other people use things like IntelliJ and O... There's one that starts with O but I've forgotten the name, dangit.  And there's others, look around and see what works for you. (Starsector's coded in Java btw.) For complicated things like transforming ships, you'll have to look at other mods that do that (like this one) for reference, but those aren't particularly difficult to execute. Once you've mastered that, the only limit is your imagination!

No matter how crazy you want to get with modding however, the first step is almost always "Make a ship and put it in the game". Doesn't have to be fancy, doesn't need a clever ship system or crazy built-in weapon. Just make a basic ship and get it in the game through a mission or in the campaign through a faction. Once you can prove you're capable of that much, it's all yours.

[close]

Thank you, that's exactly what I needed. I'll also check the molding section as well. Much appreciated.

13
Mods / Re: [0.91][UTILITY] Starsector FX
« on: February 20, 2020, 05:48:33 PM »
Why doesn't this work with Tiandong Heavy Industries, when almost every other mod out there does? That is, I get an error message upon loading to that effect.
I'm asuming it won't work with Lightshow then?

14
Mods / Re: [0.9.1a] Trailer Moments 1.0 - projectile trails for vanilla
« on: February 20, 2020, 02:18:53 PM »
would u plz teach me about how to add these fancy trails to a weapon?(or maybe tell me where to find a guide)
I'm currently building up a simple mod, helps are appreciated.

I would like to second that motion please. I want to work on modding, and something like this might be outside my skillset, but it would still be nice to study it and try and use it.

Pointing me in the right direction would be very appreciated, I can then google tutorials and the like on my own.

EDIT: Is this compatible with Lightshow? I haven't installed that one yet, but if both mods work together, I'm definitely installing both. I'm assuming it is compatible, because it works on completely different weapons, but it doesn't hurt to check.

15
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: February 20, 2020, 01:32:35 PM »
Hi folks, I just created my profile not 5 minutes ago. Been playing this game for a couple of weeks now, and I just saw the art style and design in this mod and I fell in love.

Would someone be able to provide a list of what software I would need to get in order to attempt creating custom ships? I would also love to know what was used to create the transformation animations. I don't need a walkthrough, as that would be asking too much, just a pointer in the right direction and I'll try and figure it out from there.

Thank you,

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