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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 - Szasz

Pages: [1] 2 3 ... 21
1
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: March 16, 2024, 07:38:29 AM »
I miss this *** and might mispell ship names as it's been a while
Kingston(?) battleship required more involvement to pilot than most ships in the game. It was very rewarding and satisfying as it is a freaking beast if you use its system just right (I usually get bored with ships in Starsector and constantly switch among them between battles. There are only two exceptions: Pharrek (from Xhan Empire) and the Kingston
The balanced Leyland(?) cruiser was fun to play with

2
Mods / Re: [0.96a] Kon's Player Faction Bundles v.2.0
« on: February 27, 2024, 01:08:30 PM »
I wonder if you did something dirty, because I have serious performance issues throughout the game since my last run to the point I don't want to play anymore - and all I did was to remove Roider Union, reinstalled Starsector to get 0.97a and added your mods.
This is certainly not reassuring as it looks like something unfinished.
So could it be a 0.97a thing or something in your mod?

I had to figure out why it was showing up, sometimes I forget what it's like without the Nexerelin mod. Normally it would have auto hidden that, it's a faction that can be joined through another mod to give you all the XIII ship blueprints right off the bat. That did give me a pointer that I have to hide that one for vanilla players.

As for performance issues, this mod has three modules.

The mod for blueprints only make it so some ships and equipment can be salvaged.

For the player faction mod, it's a lightweight mod that changes the names of fleets, titles, ui color, player allied fleet dialogue, and reveals your faction in the intel screen. It doesn't spawn a faction either and there are no added scripts so while I can't rule out the possibility, I can't really see what could cause it.

The XIII ships adds a hullmod, a starting faction profile for another mod, ships and fighters.

All three of the modules are extremely lightweight, should be with low overhead unless I'm missing something.

Thanks for the explanation. I don't think either that your mods are to blame.

3
Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: February 26, 2024, 03:46:31 AM »
Silahas were weak even before the nerf and now I cannot find much use for that weapon.

The new version only affected stuff like skills, hyperspace travel and colony events. There shouldn't be any problem using a ship pack, as far as I'm aware.
Thanks, it indeed seems to be the case but I wouldn't dared to try if you didn't write that.

How good score do I need in the Ark mission? I got 90% is that good enough?

Should be enough, yes. I did 97%, got frustrated by Arktech ship recoveries (because weapons were sometimes missing) so I perfected it to 100% and guess what - weapons are still sometimes missing on derelicts.
And here comes the plot twist: it does not matter anymore, because if you find one particular bounty, then you get a blueprint package that allows the production of all the Arktech weapons.

4
Mods / Re: [0.96a] Kon's Player Faction Bundles v.2.0
« on: February 24, 2024, 08:40:20 PM »
Did you adjust your java version?
Yes, I did everything in the "Adding mods to your game: first steps" as usual.
I'm exploring other possibilities as this modd seem less and less suspicious but I'm running out of ideas. It's weird that just by going from 0.97a RC6 to RC11 I've  experienced about 30% lower average Idle time measured by the game (from 80-90%) with regular fps drops (obviously idle time is 0% then) that make the game so stuttery that it causes eye strain.

5
Mods / Re: [0.96a] Kon's Player Faction Bundles v.2.0
« on: February 23, 2024, 10:37:38 PM »
I wonder if you did something dirty, because I have serious performance issues throughout the game since my last run to the point I don't want to play anymore - and all I did was to remove Roider Union, reinstalled Starsector to get 0.97a and added your mods.
This is certainly not reassuring as it looks like something unfinished.
So could it be a 0.97a thing or something in your mod?

6
General Discussion / Re: [0.97a] Post Your Endgame Fleets Here!
« on: February 19, 2024, 07:29:59 PM »

https://www.youtube.com/watch?v=Xwh3t_k5aoI


How don't you develop epilepsy from those frequent noisy transition animations? (like the static what you get on older TVs if there is no signal)
They're there at opening the tactical combat map, opening your inventory, salvaging a derelict, surveying a planet, going into the bar... at literally every freaking aspect of the game.
Is it possible to make these go away?

edit: Tranquility answered my question: it is indeed an in-game option since 0.97, setting it in settings.json does not work anymore. Thanks a lot for this revelation!

7
Mods / Re: [0.96a] Kon's Player Faction Bundles v.2.0
« on: February 19, 2024, 06:21:22 AM »
Hello,

I stumbled across this mod while looking for something to make my colonies more unique, and loving it so far!

But while I managed to use the mods "Konturga - Player Faction" and "Konturga - BPs and Rebalance" just fine, "Konturga - XIII Ships" keeps giving me the following error:

57367 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [eis_vanguard_xiv] not found!
java.lang.RuntimeException: Ship hull spec [eis_vanguard_xiv] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:482)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:476)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:461)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Would you happen to know where the problem is coming from? I'm really looking forward to having some unique colours in my fleet.

Many Thanks, and such a great mod!

A leftover reference (probably from some earlier version) is causing you trouble.
Here's a fix for now, extract it to your mods folder.

8
Mods / Re: [0.97a] AdvancedGunneryControl 1.14.0 - Updated for 0.97a
« on: February 07, 2024, 11:00:17 AM »
This actually already exists. There's an option to force a weapon group to ignore missiles and another to ignore fighters. I use them semi-regularly to force certain PD groups to focus specific targets.

Which ones are they?

9
Mods / Re: [0.97a] More Military Missions (v0.4.1)
« on: February 06, 2024, 11:55:55 PM »
Doesn't your mod require Lunalib by any chance? If so, please make sure it can be found in the OP

10
Mods / Re: [0.96a] AdvancedGunneryControl 1.13.1 - RefitScreen-Integration
« on: February 06, 2024, 11:32:33 PM »
Being the madman I am, I usually use defense weapons in an assault role and nsignificant missiles drawing fire from the enemy is very annoying (especially in the case of Heavy Machine Guns, because they are the only kinetic medium assault guns).
Could you please make a weapon group tag/option that works the opposite way as 'PD' currently does? (e.g. ignore fighters and missiles, fire only at ships)

ps. The refit screen button labelled "Gunnery (J") is directly under "Cancel (Q)" while building in a hullmod (at least on 1080p), thus clicking on cancel opens gunnery settings as an unwanted side effect. I'm not sure if it can be moved by the user but you may want to place your button elsewhere, where it doesn't cause complications

11
Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: February 06, 2024, 12:18:50 PM »
Is this safe to use with Starsector 0.97?

12
Mods / Re: [0.96a] The Xhan Empire, version 2.51 Gramada
« on: February 05, 2024, 05:53:48 PM »
 :)
If everything had in-game descriptions then this mod would be probably indistinguishable from vanilla which would be a great feat.
Everything else is very well written, the atmosphere the mod creates is great (both via text and visuals). Being light on resources at the same time is impressive, many other mods break my game/playthrough after a while.

I also have no problems with design choices, there are other modded factions who aren't hostile to the pirates thus don't pay out system bounties for destruction of pirate ships. Taking a Pamed comission however is the ultimate safe choice in the game and everybody can be cooperative towards the player who still has free money that the commission provides and this maybe is a bit problematic/boring.

Note on the Myrianous: Depends too much which weapons are recovered with it. In my last run the only weapon recovered with it was a Zhun Supercharged Gamma Saturator (simple inaccurate point defense) which almost made the ship useless.

Note on weapons: Zarukel and some weapons may not deserve such a high ordnance point cost. I love the change to the Palik and some pew pew lasers. When vanilla "lasers" were changed to be flux-efficient, Xhan "lasers" did not blindly follow this trend and got some flavor instead (unchanged flux-efficiency and range but gained a bit of HE damage in addition to their regular energy damage making them decent assault weapons).

...I'm kind of disappointed that the Myrianous-class is capable of controlling Remnant ships (and thusly Enigma ships, which are from another mod, and Derelict ships). I was hoping AI would be a hard counter to the ship's main selling point - to the point where I actually thought I needed to bring an AI-focused fleet to fight it. The description leading into the battle seemed to imply that it only affected organic beings, which is why I thought so.
On one hand it isn't really Xhan Empire's fault that you overmodded your game with OP robotic ships.
On the other hand I tend to be more forgiving (or more imaginative) with descriptions, because frankly, other mods do it worse plus the author had to fit related equipment somehow in the game and Peplat nailed it on their first try. My only problems are with the missing ones that break immersion.

Hello, it seems I found a potential bug with Pan Med ships with the Electro-Shield system.
It seems they cannot have their shield arcs changed at all.  That is for both good (extended shields) or bad (omni-shield conversion).
Given nothing mentions this and the hull mods are not blocked, I would assume this is unintentional.
I'm pretty sure the shield arc behavior of those ships are intended, Ultra would be overpowered in a full bubble for that DP.

13
Mods / Re: [0.95.1a] Attuned Drive Field Hullmod [new mod]
« on: December 26, 2023, 05:25:35 PM »
Could have a S-mod bonus. Like reduced fuel usage.

14
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« on: February 21, 2023, 01:32:24 PM »
Got a bug to report.

Trying to inspect a derelict Skysplitter (M) in the Mayasura system (I think the special fleet got in a fight and lost it), got me this null.pointer exception.


15
General Discussion / Re: Skills and the Major problem with them.
« on: January 08, 2023, 04:06:20 PM »
I kind of get what Megas is saying. All the late-game enemies are Elite so in order to level the playing field, you feel compelled to dip into personal Combat skills. That said, all late-game enemies that could potentially dunk on you with their skills are entirely optional. I think that gets missed in some of this conversation. If you're fighting full Ordos with 4-5 Alpha Core ships in it, you brought this on yourself. Those Remnants didn't hunt you down. Same goes for Zigg or Doritos. All of these fights are meant to be challenges.

So if I'm going to fight a super-ship with an Omega core in it, how is that any different than a boss fight in another game where the boss clearly out-classes you? Isn't that the point of most boss fights: to use your superior skill to overcome a superior opponent? Now the real question is how "fun" is the challenge. Last patch's Ordos that had your EWM buried to -20% range was patently un-fun and got adjusted. I don't think fighting Ordos currently is "un-fun" despite the challenge. Fighting the Omegas are also "fun" because of how different they are and because they use non-standard weaponry. But I know they're a challenge.

Crooked logic, they are not optional.
Redacted fleets always lock content. In case of Ordos it is sometimes the only good system in the sector for colonisation but at the least valuable planets and ruins+loot. In case of doritos it is next tier weapons, ironically the ones you likely need to defeat both fleet types in question. As of now they are the end game. Most players do not quit a game at -lets say- 80% completion and leaving out content deliberately thinking they have finished the whole game.

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