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Messages - Tau Ceti Red Guard

Pages: [1] 2
1
Suggestions / Re: Questline: Infinity
« on: June 05, 2023, 02:53:34 PM »
I like this notion. Maybe have each loop reset the supply count to before entering the system or have it paused will inside. Feels like a good way to expand on the 'Music' the PC hears in certain other questlines.

2
Suggestions / Re: Automated Ships Rework
« on: June 05, 2023, 02:46:57 PM »
If automated ships causes factions to react badly, then Automated Ships should not be a skill to pay for.  Just give the DP pool from Automated Ships skill for free and let player deal with consequences from NPCs for using automated ships.
I feel that making automated ships a reward for a quest/questline would serve as an appropriate way to balance for removing it from the skill list. As an example make the technology cache quest grant the ability to command derelicts, something like having old Tri-Tach research notes on using them as auxiliary craft during AIW1. I would lock the ability to command remnants behind [HEGEMONY REDACTED] or maybe Red Planet.

3
4804232 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
   at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.startBattle(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1204)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.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)

Having a crash upon entering combat, with this as the last thing in starsector.log
Go to the mod settings andset tactical expansion to false. This will fix the issue.

4
General Discussion / Safety Overrides Rework
« on: May 30, 2023, 05:47:20 PM »
I've noticed that a noticeable portion of the community dislike the current implementation of Safety Overrides and I agree with them. SO as it exists right now gives far too many advantages for far too few disadvantages. The Peak performance time reduction can be easily mitigated completely by adding hardened subsystems, wolfpack tactics and a combat endurance officer to your ship and the range reduction only ends up forcing the player to give the ship short range and high flux weapons without any justification to pick more longer range options on SO ships. I would like to hear the changes you would make to rework SO and make it a more meaningful choice as part of ship loadouts. Here's mine:

- Remove top speed in combat bonus
- Add rate of fire bonus to weapons with base range exceeding 450
- Make Ship experience random malfunctions at a scaling rate based on total time deployed, with a pause on the timer after incurring a malfunction. Pause is removed when ship reaches low CR
- Increase ships system recharge rate by 1.5x
- Increase amount of damage taken by shields by 20%
- Return ability to be S-modded
- Add S-Mod penalty of reducing flux dissipation increase to 1.5x and reducing ship system recharge rate bonus to 1.25x

My goal with my proposed rework is to add a greater loadout variety to SO ships by providing a bonus to weapons that significantly exceed the range reduction cut off such as hyper velocity driver  to make them meaningfully compete with weapons like the assault chaingun. The increase to shield damage serves to reduce the ability of a SO ship to win protracted engagements with enemies and force them to leave earlier to vent hardflux. The random malfunctions are my attempt at reducing PPT stacking by adding a consequence for having SO ships deployed on the field for longer periods of time.

5
Mods / Re: [0.95.1a] All the Domain Drones+ (ATDD+)
« on: May 29, 2023, 12:51:54 AM »
No not yet. If you want to use it go to the mod_info file and change the game version to 0.96-RC10 but chances are the mod will be unstable and will likely negativly impact game performance.

6
General Discussion / Re: Help in finding the error
« on: May 25, 2023, 04:36:44 PM »
java.lang.NullPointerException
   at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
   at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.startBattle(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1204)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.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(Unknown Source)


To fix this you need to set the tactical expansion to false in the SotF config file.

7
General Discussion / Re: Transverse jump and neutrino detector
« on: May 24, 2023, 05:36:54 PM »
Why is this a concern? If a player has completed the Academy questline they will have access to both abilities regardless of if they reskill or not and if they haven't losing the ability due to respec will be self evident.

8
Discussions / Re: Changing mod version to current game version
« on: May 23, 2023, 05:01:36 PM »
The mod's file will have a mod_info file in it. Open the mod info and change the game version to the current patch. Do be aware that this may result in crashes and other instabilities so do at your own risk.

9
Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: November 23, 2022, 08:46:47 PM »
Sim Eagle has incompetent loadout: 3 Heavy Mortars + 3 Gravitons. Gravitons are not shieldbreaking weapons - their role is flux debuff for enemy weapons. Useful, but doesn't actually win the flux war on their own. Eagle has to equip 2 or 3 kinetic weapons (with Tachyon Lances, if all 3. Though AI can't use lances due to too large flux spike).
Do you mean phase lances? Because tachyon lance is a large energy and eagle only gets mediums.
Also please show me what kind of hammerhead variant can kill an apogee under AI control that isn't an SO build because I genuinely don't see one that could do it.

10
Modding / Re: [0.95.1a] Blue Friend Balls v1.0.0
« on: November 23, 2022, 07:07:32 PM »

A possible idea, have some sort of regular check for the alpha core and if it’s not in a ship/colony or inventory the betrayal event happens?
As it is, it seems like you could have the automated ship and then just immediately throw out the core. I haven’t checked this though so if you’ve already done it  :D
What would even be the point? You've already spent a story point for a safe removal of the core why would you punish the player afterwards it would just be bad design.

11
General Discussion / Re: Attacking other star systems?
« on: November 09, 2022, 04:48:10 PM »
The mod Nexerelin lets you request invasion fleets from either your own faction or from a faction your commissioned with. To do so you can press x on the campaign map and select the request fleet option on the menu that appears.
Additionally Nex lets you create special task forces out of ships from your fleet to perform independent operations from your main fleet that can be set to follow you around the map. Industrial evolution lets you do a similar thing with its detachments feature.

12
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: November 08, 2022, 04:58:39 PM »
Does this mod mess with the drop chances for stuff like synchrotron cores and nanoforges? I've searched literally hundreds of systems (playing with Grand Sector) and found a gorillion terraforming items but essentially no forges or cores.
I believe all the terraforming items occupy the same loot pool as nanoforges and synchrotron cores and reduce their drop chance. Its one of the primary issues I have with the mod.

13
Discussions / Re: ruins
« on: October 10, 2022, 04:52:24 PM »
To my knowledge ruins generate based on constellation type you can see this based on the presence of remnants or derelicts in constellations. The adjusted sector mod allows you to adjust sector size and constellation types and is your best bet for this type of change.
Ps: This kind of question would be better asked in the General discussion board or Modding Board rather than Discussions as this board is mainly for out of game discussion.

14
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: August 29, 2022, 04:50:57 PM »
I've been playing an ARS run recently, and I have a question. How do I get a Galliard? Is it even obtainable without console commands in the current version of the mod?

15
General Discussion / Re: Domain era probes
« on: August 21, 2022, 08:23:52 PM »
Quote
Their defenders become stronger, if they have them.
What do mean by this, do the derelict fleets that guard probes and survey ships get bigger and use larger drones or do any derelict drones you have in your own fleet get stronger?

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