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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - BreenBB

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Modding / Re: [0.95a] Extra System Reloaded v.0.6.1
« on: July 20, 2021, 08:33:39 AM »
Interesting OP upgrade was removed because of technical limitations? It was most useful one.

Also about mod ideas, I'd liked to see options to change numbers of steps which needed to fully upgrade ship, for example if I want to make what all ship sizes have 6 steps instead of 20, but upgrade cost still remain costly for example. Also I liked idea of unique upgrade items too, also I like more idea what instead of generic items you need upgrades to upgrade ship.

About auto solve, I noticed too, what AO often loss to other fleets, especially in fights with Tri-Tachyon, and especially in Hybrasil system, which also gives alot of free ships, especially without Nex, since it have both vulture scavengers who pickup derelicts and invasions so these isolated colonies can be captured by factions, but this exploit with free ships is very easily fixable - just make sure what perma-hostile factions doesn't have planets in same system, or make them neutral to each other, in vanilla game all factions initially neutral to each other, and just occasionally they got hostilities with each other which isn't permanent, so it won't give you endless supply of derelicts.

Also about ship subsystems, I liked old subsystems from 091 version of Tyrant phase battleship, and Doom, like Tyrant had Phase Skimmer, and regular Doom, not Adamantine one had also temporal shell as I recall. I feel like maneuvering jets and plasma burn doesn't fit phase ships. Tyrant isn't bad ship but I think it could be more interesitng, and Adamnatine Doom is definitely better than regular one. In general phase ships, especially in vanilla often tend to have subsystems which affects enemy ships or weapon subsystems like EMP bolts or Mines, so Doom and Tyrant doesn't fit that scheme.

About ideas, Phase Skimmer can be quite strong, but I think is good idea is teleportation ability like on Karkinos from Blackrock, its doesn't have charges, and uses abit of flux and time to charge, but on teleportation its also deal AOE damage where its teleports, fun subsystem, so it can be both mobility and attacking subsystem. Also I like sound of it too.

Suggestions / Re: Make Guardian recoverable
« on: July 17, 2021, 12:19:31 PM »
Its fun ship to play with, especially considering how customizable it, I personally edited files to get it recoverable, also I did this for Doritos, but they a bit bugged in player hands, battle won't end until you order it to retreat, and its just looks strange from lore perspective too, I understand unrecoverable Doritos, its strange thing which no one saw before, and its shatters to smaller ships when it got destroyed, but guardian, its not something unique like Doritos, since they appear in unique bounties and they guard cryosleepers, and you can recover Radiant, which isn't not much weaker that Guardian.

From "overpowered" features its only have unlimited missiles, but again, missiles are pretty much broken in original game, they might be powerful, but have huge drawbacks of being limited use and being shot off easily by good PDs, so they only useful on Guardian because of unlimited ammo, or on insta-kill Doom, in other ships I usually avoid them, because instead of having limited use weapon you can have better Flux stats or Hullmod which personally I consider more useful.

In my way better way to fix that is rebalance missiles into actual weapon, rather that being limited use "powerup" weapon by making them regenerate ammo, and slight decrease in power, like author of Archean Order did that, missiles in that mod have regenerating ammo, and balanced so they doesn't feel too weak or overpowered.

And I feel like people here to afraid of overpowered stuff, if you can beat Omegas or Ordos with Radiants or Guardian bounties, having that Guardian will not make much difference in power between player controlled Doom or Derelict Contingent Onslaught or Best Tech ships like Doom or ParaGod or Radiant.

I like it, reminds me feature from Vayra Sector, which changes bounties, so bounties are posted on faction fleets by hostile factions, not only for pirate fleets, but it still isn't ported.

As suggestion, I think bounty for Luddic Path is missing, since they hostile almost for everyone, and bounties for faction fleets, for example if Tri-Tachyon hostile to Hegemony, it can give bounty to some Hegemony fleet, and etc. Also about merc bounties, I think they will look more logical if these bounties are issued by pirates, or pathers.

Very annoying mission, one patrol always circle around relay, and bad thing is what if you stash all your ship in storage, and take single phase frigate you can't still sneak up to relay because patrols sensors cover the relay. Also I never saw these patrols changing, this mission would not be such annoyance if patrols would change after some time, and create opening to approach, its just always circles around this relay, completely covering it even if you use single phase ship, so you can't just sneak undetected without luring that patrol out, but they quickly stop searching and return to that relay, only way to get rid of this patrol, if some pirate fleet appear, but that is pure luck, you can just wait months for that to happen, so its not good design, I always cheated this mission by spawning pirate patrols.

To be honest this is most unfun mission of all story campaign. Idk maybe its easier if you just kill that patrol, but I didn't tried that.

Fix works, although I still not sure what commission effects do, and they seems apply not to all player ships.

I found crash with commision effect of Adamantice Consortium from Commission Crews:
642566 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
   at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataM anager.getFactionAuraData(
   at data.scripts.hullmods.commissionedcrews.dreadchampionaura.CHM_adamantine_consor tium.advanceInCombat(
   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$ Source)
   at Source)
Caused by: org.json.JSONException: JSONObject["dreadAuraData"] not found.
   at org.json.JSONObject.get(
   at org.json.JSONObject.getJSONObject(
   at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataM anager.getFactionAuraData(
   ... 10 more

Also about commissions in general, they lack some sort of description with effect numbers, I'm not quite understand what they do. Also strange what Adamantine Consortium requires transponder, I quite used from vanilla and other mods what all unlawful factions doesn't care about transponder.

About Doom, in vanilla mines can exploit omni shields, but its only one phase ship which can exploit omni shelds, not fire through them, since AI can rotate their shields as they want. About mines, from one side what Omni AI gives high priority to mines is a exploit, which allows to create opening to fire reapers, from one side, mines also deal big damage so ignoring them is not good idea either, about nerfs, I think is good idea make Omni shields cover from them only if they about to explode, because they take some time to charge up, another idea, make mines as weapon, which can work in phase space too, so they are deployed at doom location, although i'm not sure if they will be useful this way. Also alot of subsystems seems like have bigger cooldowns in AO, I think mines with simply slower recharge time or less of mines quantity will be more balanced.

In 095 Doom very buffed because of skills some subsystems such as mines really benefit from subsystem skill.

And I think Phase Ships also actually need to be punching above their class, since they doesn't have shields, and can't avoid damage when attacking.

Also I just not sure if speed increasing abilities is useful on phase ships at all, they still can catch up enemy in phase because of time dilation, and i'm not sure is Plasma Burn and Maneuvering Jets are working in phase.

I noticed big amount of weapons without description, also about standard Doom, its seems nerfed pretty harsh, I know what everybody consider mines OP, but it have now Maneuvering Jets, i'm not sure if it will be useful at all.

Also about AO markets in general, except empty military markets, Revenant, Justicar and Megalith does'nt appear in open and black markets, they can be bought using Agent from Nex, but agent can't get Justicar. Strange what is easier way to get AO stuff if you fight them, not allied.

and since a lot of the weapons range with the usual faction mods weapon is quite different, is it a good idea at all to use faction mods with Archean order?

If I recall faction mods technically might be compatible, but balance wise they will be way off. They need be completely rebalanced, but nobody did any adaptations for any factions for AO, i'm pretty sure what faction ships and weapons will be seriously underpowered in AO, since having less of OPs, AO ships have much more weapon slots and big ships always have fighterbays, so you also need to edit sprites too, add fighterbays and bigger amount of weapon slots to ships. Same with weapons, alot of AO weapons are being more powerful and/or have bigger range, so I don't think what guns from factions will have some use without rebalance so they will fit in AO.

seems to be a bit weird with Nex, as the HMI systems are being forced to spawn with the same planet/station ownership regardless whether or not 'random core systems' are turned on or not and HMI and all the other factions in them will still exist there even if I disable them in the faction settings when making a new save.

In older version of HMI for 091 version of StarSector these system doesn't spawn with random sector, but its good thing, what they spawn in random sector, since in that older you miss out of alot of mod content which is bound to these systems, such as Domain Resurgent, Mess systems and such, although better way is create random generation of systems with DomRes or Mess presence for random sector.

Also about random sector in 095a, sectors which added by that FTL inspired mod and FPE also spawn in random sector mode.

Re: Ship Trophies
Now that there is a much wider variety of "faction-less" ships available, I am going to remove faction ship trophies at some point (probably with an optional setting that defaults to true since I know some people don't like the idea). Then faction ships will only be available on military markets and will require good reputation/commissions to require.

About trophies, I kinda like ability to loot them, thing is what I usually get capitals early game, I don't know maybe I simply get lucky. I have one cool idea, how to make them appear later, factions doesn't know all top tier ships on game start, and then they "research" them time by time getting stronger ships, so you don't get top tier stuff early game. Also maybe cool idea is make "research" building for colony, and research some own ships with research tree or reverse engineer hulls or weapons.

Another idea is balance these lucky trophies, is add big amount of D-Mods, so they are in pretty battled and harsh condition, if they are from NPC with NPC battle, especially if both fighting NPC fleet are neutral to player, come with big amount of D-Mods, so if you want have ship in somewhat good condition you need earn trophy by yourself.

Also another idea about remnants, how about make them act more aggressive, preferably make it as consequence of story events make them act like pirates, build own stations and attack habitated systems.

I noticed what alot of new weapons doesn't have description, also I think is good idea is tutorial with comparison of mod weapons and hints which weapons in which situation is better, but if I recall something like that is planned.

Found bug with Archean Order military markets, they doesn't have any spaceships for sale, only civilian and black markets have their frigates and templars. Only way to buy more powerful AO spaceships its only from Nexerelin agents except to capture them from battle. Also good way to get their spaceships is Hybrasil system, since they perma hostile with Tri-Tachyon and always fight there producing derelicts. Also Nex nerfs that way of getting free spaceships, since it have vulture scavengers. In AO I noticed often bump into some big fight between two factions, which gives me some good ships, I got Legion (XIV) and Onslaguht (XIV) and some smaller ships from Hegemony raid in AO system, where they got killed, also I found getting trophy ships more fun than just bying them.

I thought what Automated Ship was also broken, since derelicts was never recoverable, checked ship_data.csv and found what only remnant ships is possible to recover, in vanilla game derelicts was completely useless, but here they appear more dangerous although still shield-less, sometimes they inflict more damage than pirates, I think is good idea make them recoverable too, it might possible to found use for them with makeshift shield generator. Also I'd liked my suggested idea of optional recoverable Guardian. Also very interesting idea for Mothership, now it also spawns frigates, it now much less of beating bag.

Also interesting, which ship loadout is good against Radiants and Brilliants? I got fleet Executor, Legion (XIV) and Onslaguht (XIV), Justicar and two Fulgents, Ordo with several Brilliants or with Radiant kills my fleet, so right now I avoid such fleets. I also enabled Ruthless Sector, which spawns Remant fleets in HyperSpace.

there was a mod that did this in the past, and it dynamically did this for the modded factions too (made it so bounty fleets could have any fleet composition or something to that effect) and yea had the defector fleets
i think it was vayra

About Vayra bounties, I liked not only unique bounties, (I prefer actually HWBs from Ship and Weapon pack, since number of active unique Vayra bounties is fixed, and you can't skip it if you don't want attack allied bounty fleet, you need to pick these from bar, but idea is very similar, its bounty with unique ships as reward), I liked what bounty fleets can belong to all factions, not only pirates, so you can play as pirate, and still complete bounties against their enemies.

Also in Vayra factions can put bounty on player head, Nexerelin have Vengence fleets, but they seems pretty weak, player bounties from Vayra was much more dangerous.

Fix works, here log file:

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