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Starsector 0.97a is out! (02/02/24)

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Messages - Draconas

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1
that sounds vaguely like the agni from prv starworks, they've got some funky weapons & even funkier defences
Thats it, thanks for reminding me.

2
General Discussion / Mod Question on enemy encountered briefly in past
« on: March 12, 2023, 01:29:49 PM »
Hello All,

I have played the hell out of Starsector in past years and one enemy I faced was another Remnant faction.
Spoiler
Their fleets were made up of living ships and their bases were Nests/Hives
[close]
I remember having a hard time fighting them and they were a fun enemy to both fight against and use weapons of.

Can anyone identify which mod provided these enemies as I have been meaning to re-add them to my campaigns if possible.

Regards,

3
Mods / Re: [0.95.1a] Realistic Combat 1.13.0
« on: August 13, 2022, 01:25:02 PM »
Quote
Quote
From the short time I spent trying it, in mission AI battles torpedoes behave weirdly. AI would shoot reapers at nothing and they'd die after traveling a short distance.
Huh, when you say die, do you mean flame out or be destroyed by point defense?

I got this issue as well. Take a reaper, shoot it and it decays at vanilla range. But guided missiles extended fine. I took some other mods like Unusual and Morehullmods, and they still extend the torpedo range based on vanilla. So likely that the vanilla value is not modified, I guess?

Previously when playing this mod, I noticed several multi-stage weapons have this issue. There was a built in cannon for something which I think the Ristrezia that is multi stage and just doesn't work with this mod. I noticed that with a few missiles as well. Can't remember them all, but there weren't that many.

4
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: August 13, 2022, 01:19:39 PM »
Dev standard lineup as of June 2022

Demo of brand new high-performance particle shader tech I developed for neutrino
Update 27th December 2022 btw

Personally I prefer your new graphics, very much looking forward to when you have everything ready! The extra work you are putting in to really push Neutrino farther is very much appreciated!

5
Mods / Re: [0.95.1a] Realistic Combat 1.12.1
« on: August 05, 2022, 05:11:56 PM »
Another note, anyone else having issues with invincible shields as of latest update? just fought a station for over 5 minutes in a super battleship because shield damage wasn't creating flux.only finally killed it when it took shield down for some reason and instantly died...

Invincible shields on stations or just ships?

After testing its not the shields, its like some ships are getting invulnerability. I just spent 15 minutes afk having ship guns autofire 3 frigates as a test. The armor was gone from the mid/back of all 3, and surprisingly 2 had their front armor still. They had no flux build up entire time and I don't think any had commanders (in case it was a commander perk doing it). It MAY have been something related to beam sword hits making them invulnerable (still had Valken EX loaded on battlecarriers) as that is the only similar contributing factor.
That experiment earlier, battle was still ongoing haha, had to use console command to force end combat.

As to your comment on energy weapons, I'll try to play with them in a bit if I remember.

Update;
Not sure if its beam sword, but I can confirm it seems to be the Valken EX breaking the ships and making them invincible. tested with a carrier with wings of those, had same ship kill every target it went up against, but as soon as the Valkens engaged, target wouldn't die. may be all beamsword craft, not sure.

6
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: August 05, 2022, 12:17:30 PM »
Pressing "Accept" on the TTX Laplace bounty locks my game without producing any error message or anything written to the game log forcing me to kill the process. All other bounties have so far worked with no issue.
Do you have Exotica Technologies mod added? Newest Exotica update messed up this one (and maybe other) IBB bounties for a few of us.

7
Mods / Re: [0.95.1a] Realistic Combat 1.12.1
« on: August 05, 2022, 08:57:33 AM »
Hi, I am not sure if this was asked before but changing fire rate of Thermal Pulse Cannon on Onslaught to 12sec is intended behaviour ?

It's not, and I could tweak to avoid messing with this for built-in weapons, but I had to make the cannon-autocannon damage cutoff somewhere because guns like the Devastator had become OP.

Its also heavily nerfed most large ballistic vanilla weapons I feel, weapons like Mjolnir are quite ineffective now. tested with some previously fast firing large ballistic weapons and most feel powerless. a lot of mod weapons feel bad now too sadly. maybe 10-12s was too long?

Also, I am both happy and sad my cross map beam swords are gone...

Another note, anyone else having issues with invincible shields as of latest update? just fought a station for over 5 minutes in a super battleship because shield damage wasn't creating flux.only finally killed it when it took shield down for some reason and instantly died...

8
Mods / Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
« on: August 04, 2022, 02:23:35 PM »
I found an Issue with new GUI, it can't handle similar ships. I have 4 Ebisu (L)s battlecarriers from Musashi mod, installed all 4 with both sensor upgrades. however game only recognizes the upgrades on 1 ship, proof is that only 1 has hullmod for exotica tech.

I was able to fix it by removing the 1 Ebisu that had the hullmod for Exotica Tech and upgrading bandwidth for each other Ebisu in turn.

9
Mods / Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
« on: August 04, 2022, 01:02:21 PM »
Anyone having issues spawning IBB fleets (Think that feature is from Nexerelin or Locked and Loaded) since newest update? Have one fleet that pops up when I spawn it (accept mission) game crashes. this mod is only real thing that has changed since last time I spawned this fleet successfully, or last time i spawned an IBB fleet at all really. (IBB is International Bounty Board i believe)

10
Mods / Re: [0.95.1a] Realistic Combat 1.11.0
« on: August 03, 2022, 07:47:04 AM »
One comment I'd like to make on this, we need to set something for target focus (unless I've missed it so far).

If I set a target priority for my fleet, they zerg rush that target, and I'll generally lose a few ships in process because they gave their sides to other enemies, sometimes (faster ships) litterally charging through entire fleet if enemy ship phases back. Can the engagement range for target prioritization be changed?

11
Mods / Re: [0.95.1a] Realistic Combat 1.10.0
« on: July 29, 2022, 09:08:10 PM »
Bug report
Code
576929 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\ShipDirectionMarker (ShipDirectionMarker.ini)]
576930 [Thread-3] INFO  data.scripts.plugins.aEP_LocalData  - aEP_LocalData_init
576934 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\System_Marker (SYSTEM_MARKER_OPTIONS.ini)]
576936 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\System_Marker (SYSTEM_MARKER_OPTIONS.ini)]
596421 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NegativeArraySizeException
java.lang.NegativeArraySizeException
at plugins.ProjectileIndicators.getEnergyTriangles(ProjectileIndicators.java:177)
at plugins.ProjectileIndicators.renderIndicator(ProjectileIndicators.java:259)
at plugins.ProjectileIndicators.renderInUICoords(ProjectileIndicators.java:287)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

With newest update I too see this occasionally, when i moved back to 1.10.0 i stopped getting it.

12
Mods / Re: [0.95.1a] Realistic Combat 1.9.0
« on: July 29, 2022, 01:53:16 PM »
I think someone was right about the Project Taffeta, I think the shrapnel is appearing inside the ship. Just had a cruiser with 3 equipped Project Taffeta's pen my angled shield Shunted super armored Bishamonten (Musashi) and insta kill me. Funny thing was i was in tactical view momentarily when they hit, and I could see the shots ricocheting inside shipwreck very rapidly causing ridiculous damage numbers. I tried hitting fleet again and and sending my other ships into fight while spectating nothing (testing) and that lead to an interesting result. It was almost like the game couldn't handle showing the ricochets on screen but when it happens off screen to other ships the game continues.

Video of said explosion of Castigator in that fleet test. game handled it fine as this was about 10 seconds after its death, filmed it as I dragged camera back over Castigator, and you can see how frames ground to halt due to massive number of projectiles ricocheting inside wreck.
https://youtu.be/SJuFsY50E9w

13
Has anyone had issue with Arma vendor on New Meshan not resetting item market? Checked other specialty vendors and it seems its only this one. What happens is every market refresh, the items (weapons/LPC/etc) don't clear when new stock comes in, this results in dozens of all LPCs and a weapon list that is 4-5 screens deep. Did newest update break market?
Just confirming, am I only person experiencing this? I had to buy out entire inventory and jettison to space because it alongside my own storage was getting big and every month-end market update was lagging for a few seconds, and I have a pretty good computer too. I've tried going through config files to see if I could find cause and I have been unable to do so.

14
Minor question:

Is it supposed to be that no special variations of the algarve are spawning in the Arma Armatura submarket?
They did originally, but the Altagrave EX version is bounty only I believe.

15
Mods / Re: [0.95.1a] Realistic Combat 1.9.0
« on: July 28, 2022, 07:31:14 AM »
Been really enjoying this so far, it gives armor meta a reason, and allows different play style because of it should it be wanted.

only a few gripes so far;

-Crashing when some weapons fire/ricochet. I have yet to find the weapon that has been doing this to me, I think its Vanilla (or mainstay like Nex or Yunru, not sure)
-The fact the mod is set to TotalConversion=True by default. This means every time an update comes (and they are coming fast, which is great when they fix quite a few important things each time!), I forget to remove the True flagwhich causes issues when changing mods up to play with this one. Per your last reply if its designed to work with all mods, can it not be set as TotalConversion=True be default?
-As much as I love watching smaller fleets just evaporate to 20ish Valken Ex wings at start of battle, the super range beam sword thing does need to be addressed.

Can't think of any others off hand, but will add another post if it comes up.

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