Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Hatter

Pages: [1] 2 3 ... 15
1
Fandom ads make the mobile site difficult to navigate. I'm in favor of any alternative that lessens that.

2
Suggestions / Re: Hellbore buff?
« on: February 20, 2024, 02:54:36 PM »
If you had to buff Hellbore change it to mag-based, 4 ammo 750 burst 250 constant DPS. Essentially give it the storm needler treatment.

3
General Discussion / Re: Math question about damage reductions
« on: February 19, 2024, 10:17:14 AM »
What SCC said, but since I already typed this out:

The Starsector method gives a 'flat' scaling in that damage reduction will give a multiplicative  bonus to effective HP.

Damage reduction can be thought of as effectively an HP bonus. -50% damage reduction effectively gives 100% more HP. -10% damage reduction gives 1/0.9 = ~1.11 = 11% more effective HP.

If the damage reduction was additive, taking -10% ten times would give a -100% damage reduction, or an infinite increase in effective HP.

Multiplicatively, 10% damage reduction ten times gives 1.11^10 = ~2.87 HP factor = +187% effective HP.

There are not diminishing returns, the damage reduction stacks multiplicatively. Every damage reduction multiplies both the base HP and the 'HP' effectively added by every other damage reduction.

I'm not going to get into how this works with the Armor mechanics.

4
Modding / Re: Getting Fatal Null
« on: February 16, 2024, 07:03:41 PM »
Firstly talk to a moderator about moving this to Bugs & Tech Support (Modded)

Secondly I think it looks like Ashes of the Domain is the culprit, similar to this report
I had the same issue occur with the luddic path

Code
java.lang.NullPointerException
at java.util.Collections.shuffle(Collections.java:457)
at java.util.Collections.shuffle(Collections.java:427)
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchManager.sentFleet(AoTDFactionResearchManager.java:119)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.setExpeditionFleet(AoTDMainResearchManager.java:323)
at data.kaysaar.aotd.vok.scripts.research.AoTDMainResearchManager.advance(AoTDMainResearchManager.java:380)
at data.kaysaar.aotd.vok.scripts.research.AoTDFactionResearchProgressionScript.advance(AoTDFactionResearchProgressionScript.java:18)
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(Thread.java:748)


there's something I compeltely forgot to mention. this is a save that existed before I installed the mod. that may have something to do with it, although I have no idea

5
Mods / Re: The Knights of Ludd
« on: February 16, 2024, 06:59:08 PM »
Wow! Very cool. Downloading this and will try to give some thoughts.

6
General Discussion / Re: Escort Package on destroyers is hilarious.
« on: February 06, 2024, 07:32:32 PM »
Been having fun with an EP Sunder running HIL / IRLs attached to a Legion / Onslaught. Deletes anything smaller than a cruiser in a large range and compliments the heavy kinetic damage most of my fleet is running.

7
Suggestions / Re: Add built-in hullmod that always enables zero-flux.
« on: February 06, 2024, 06:55:02 PM »
I just used a Fury for my flagship for most of the early game before moving on to the Ziggurat. Ran two ion pulsers, two antimatter blasters, and a Jackhammer with S-mod Ex. Mags. Ion shut down most ships and can burst down frigates very fast, and the antimatter blasters could break through armor, give a strong opening punch, or burst down wounded ships. Manueverability was high enough, and I had front shield conversion, that back pedaling was turning around and jetting away.

Overcommitting killed it a couple times, but I'm casual enough to save-scum over that.

Personally I think building in Escort Package would be a fun solution to AI mishandling, as the added range is really needed in capital-scale battles.

8
Modding / Re: [0.96a] Epitaph Frost
« on: October 03, 2023, 09:14:02 AM »
tried to start a new game, got a null pointer crash

java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.getModuleSlots(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getModuleSlotsFor(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at org.hatter.epitaphFrost.campaign.procgen.customThemes.VerglasThemeGenerator.gen erateBase(VerglasThemeGenerator.kt:344)
   at org.hatter.epitaphFrost.campaign.procgen.customThemes.VerglasThemeGenerator.gen erateMirrorCopy(VerglasThemeGenerator.kt:272)
   at org.hatter.epitaphFrost.campaign.procgen.customThemes.VerglasThemeGenerator.pop ulateMain(VerglasThemeGenerator.kt:116)
   at org.hatter.epitaphFrost.campaign.procgen.customThemes.VerglasThemeGenerator.gen erateForSector(VerglasThemeGenerator.kt:96)
   at org.hatter.epitaphFrost.campaign.procgen.EFSectorThemeGenerator.generate(EFSectorThemeGenerator.java:69)
   at org.hatter.epitaphFrost.campaign.procgen.EFSectorProcGen.generate(EFSectorProcGen.java:328)
   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.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(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(Thread.java:748)
... how?
I think it can't find the module for the variant Domain Mothership used as a base, somehow? Wild.

9
General Discussion / Re: Looking For A Mod...
« on: September 30, 2023, 09:42:11 PM »
You may want the Mod subforum Modding: Topic: What Was That Mod?: Help Finding Old Or Abandoned Mods By Description  https://fractalsoftworks.com/forum/index.php?topic=21496.0
You may be referring to the Persean Sector Realty group?
https://fractalsoftworks.com/forum/index.php?topic=24528.0

10
Modding / Re: [0.96a] Epitaph Frost
« on: September 30, 2023, 09:22:09 PM »
ngl I kinda liked it more when the vestige ships would occasionally pop up in remmie fleets. the system of their own makes sense but, even with the bar event, it's a little ... isolated.
I can see why it'd be like that. Not sure how to give them more of a campaign presence. Maybe some Domain-Exploratorium Probe-like things you have to fight guarded by vestige or low / medium danger systems for them to spawn in.

If you want the vestige ships back you can go to EpitaphFrost\data\world\factions\remnants.faction and delete all the #s I put to comment the vestige out and that should probably get them to spawn in Remnant fleets.

Re: fixing procgen overwrite: Tried to fix it, solution didn't work, gonna need to put down some time to figure it out.

11
Modding / Re: [0.96a] Epitaph Frost
« on: September 25, 2023, 01:16:35 PM »
Wild. Will also look into that.

12
Modding / Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
« on: September 24, 2023, 01:52:59 PM »
Hmm. Maybe an unmarked dependency on Substance Abuse?

13
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« on: September 24, 2023, 01:39:45 PM »
I recompiled all the Seeker java scripts, fixed MagicLib import calls and methods to use the newer ones(fleet/captain spawning were using old methods). As far as I can tell everything functions as it should. Changed some hull probabilities so factions don't get spammed with Seeker ship designs. This should function in 0.96 without issue, at least I haven't had a crash so far.

https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link

I'm also trying to update Scy Nation but the Phased Mine Torpedo crash is really hard to figure out...
Oh wow, thanks.

14
Modding / Re: [0.96a] Epitaph Frost
« on: September 22, 2023, 10:21:47 AM »
Did all the Greeny Boys ships get hit with a minor nerf bat or was it just the boxy frig, cause they all seem a little nuts given the 300% armor regen thing.
Just the boxy little frigate. Armor regen should be 3% / sec in the code and 15% at >1% flux with 70% of armor damage regenerated taken from hull, I think just the hullmod displayed percentage is broke.
Hatter
the last one update broke sector generation mods Adjusted Sector v0.6.2 and/or Random Assortment of Things

Start new game with Epitaph Frost
https://i.imgur.com/8soBrgA.jpeg

Start new game without Epitaph Frost
https://i.imgur.com/ZfWzMTg.jpg
Thanks for the info. I have no idea how any of the procgen works yet, so not sure how to fix any of this. Will look into it.

15
Modding / Re: [0.96a] Epitaph Frost
« on: September 21, 2023, 02:44:11 PM »

alright, having finally encountered some of these bastards, they're ... a little bit overtuned. like, getting focused by half my fleet and the boxy frig is barely getting scratched level of overtuned. Still very cool to fight, but whew, *** they're tough little ***.
Yeah, the temporal shell is a bit silly when combined with what is effectively armor regen. I thought the lack of shield would mean EMP eats them alive. Admittedly, their custom damper gives high EMP resistance for the duration.

Anyways, update. Mod now has graphiclib and lunalib reqs. Not save compatible.
-Nerfed Sepulchre: less hull, armor, and speed.
And some other stuff I guess
-Copied RAT Chiral system and recolored a bunch of stuff for this (thanks Lukas!)
-Added Verglas faction, itsy-bitsy lightning drones with their own system. You can find a unique battleship orbiting the star.
-Spun Vestige off into their own little system, a bar message should point you towards them.
-Blowing up the stations do not give any reward and will stop them from spawning, cutting off the supply of weapons.
-Stations spawn a couple tesseracts on death. Unfortunately they don't drop weapons.
-Added some ships - Borealis high-tech cruiser + Floe, Glaciator, Lamina, and Neve Verglas frigates
-Added some weapons - small / large lightning guns + reloading harpoons. And a PD lightning gun.
-Added the Graviton Breaker, anti-shield lightning orb thrower you can get from the Verglas.
-Nerfed Corpreality- shield arc through chance
[close]

Crash on startup:

Quote
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [ef_neve_Armorbreaker] not found!
Thanks. Should be an easy enough fix.
Edit: Checking now
Edit edit: working on my end now, forgot to put in new variants

Pages: [1] 2 3 ... 15