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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - mark.sucka

Pages: [1] 2 3 ... 6
1
Mods / Re: [0.97a] Realistic Combat 2.1.0
« on: December 10, 2024, 02:08:20 PM »
Hi! I've upgraded from 2.0.6 to 2.1.0. Selecting an empty weapon group and firing now crashes the game.  I've reverted back to 2.0.6 as a test and cannot reproduce the issue on that version.

Code
1648962 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.WeaponGroupAPI.getWeaponsCopy()" because "weaponGroup" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.WeaponGroupAPI.getWeaponsCopy()" because "weaponGroup" is null
at RealisticCombat.plugins.GunLocking.countLockableWeapons(GunLocking.java:191) ~[?:?]
at RealisticCombat.plugins.GunLocking.renderInUICoords(GunLocking.java:246) ~[?:?]
at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.A.new.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Yes, I don't have an error log for you, but unequivocally the last update really messed some stuff up.  I'm also getting a crash-to-desktop error thrown whenever I try to fire weapons manually in a fight if I'm in range of an enemy ship, and I can't even manually fire if I am out of range (left-click with a weapon group selected does nothing if out of range).

And either unintentionally or intentionally and not noted in the changelogs, the damage calculations were changed/affected.  I threw a Shepherd into the opening tutorial fight against a Cerberus and was surprised to see the borer drones doing no damage whatsoever.  A mining laser at strikecraft range should be dealing -something- and yet they were doing nothing versus 400 armor, and the machine gun firing back at my wayfarer was also doing nothing versus 250 armor.

I reverted back to 2.0.6 and both issues disappeared -- my boys could fire again manually, and the low damage weapons actually did damage again.  Thanks for your hard work, I know a lot of people love this mod (myself included) and trying to constantly improve & stamp out bugs without introducing new ones is always a PITA during a dev.

2
General Discussion / Re: Looking for a mod that adds powerful small ships
« on: October 18, 2024, 04:22:32 PM »
Roiders Union has got you covered.  Not in that they have small ships per say, but that they can make existing small ships punch substantially above their vanilla weight class.  You can add non-regenerative fighter wings to any frigate for a very modest OP cost to unlock the bay (2 OP) and then a 50% premium on the standard LPC cost.  It can add substantially to a frigate's power in short-term engagements, where SO would be normal course for the ship.

2 OP buys you 4 mining pods for extra PD & enemy aggression distraction
10 OP buys you 6 wasps for countering enemy strike craft
20 OP buys you 3 sarissa for heavy shield damage & anti-strikecraft support
20 OP buys you 3 warthogs for heavy armor damage & overwhelm enemy PD
14 OP buys you 3 broadswords for shield damage & overwhelm the enemy PD
14 OP buys you 5 claws to disable unshielded ships
11 OP buys you 2 gladius for general PD / anti-strikecraft / light damage dealing
26 OP get you another 2 ion beams & 2 burst lasers courtesy of a wing of xyphos.

These might not seem like good trades, but keep in mind their guns don't use your flux.  For example, adding the xyphos to a wolf means spending 26 OP but saves you 30 OP worth of vents just to keep those 2 ion beams always up, plus free PD in their burst lasers.  This allows you to devote all your OP towards long range sustained pressure lasers, rather than reserving any of the small energy mounts for PD.

You're also getting additional armor & hull & sometimes shields in the form of your strike craft that the enemy has to chew through, prolonging how long it takes to kill you (unless they skip over dealing with your strike craft).  A Hound spending 2 of its 38 OP to bring 4 mining pods to the fight just upped the damage the enemy has to deal from ~2500 damage to ~5500 damage.

3
Quick question : Does the mod add a supply cost when they are built in ? Or is it a vanilla thing I never realised ?

You mean how the DP of a ship goes up as S-mods are added?  That is a mod setting.  If you crack open the "progsmod_settings.json", it is the first set of code up top.  You can set that to 0.00 and it won't cause a ship's DP cost to rise as s-mods are added.  Sort of a balancing offset, otherwise people might just add a crazy amount of s-mods as there is a never-ending amount of story points & ship xp in the game.

4
Say there is two outcomes in a battle of my 10 ships versus enemy 10 ships.
  • I win, no losses, I don't recover any of the enemy ships, I collect all the loot
  • I win, 5 of my ships are disabled, I recover all of them and don't recover any of the enemy ships, I collect all the loot

Do both scenarios equate to the same battle loot?  Or do I lose out on some of the battle loot?  I realize after the battle I'll be spending supplies to recover my own ships back to fighting strength, but does the loot pile from what the enemy drops get diminished simply from the recovery of my own ships?

Doing a trash derelict run and had an idea; what if I just don't repair/recover my ships?  Take Field Repairs, Take Automated Ships.  Throw Explorarium junk at the enemy, whatever of my stuff blows up, guaranteed recovery of it from Rugged Construction, get free 30-40% CR/health from Field Repairs, suspend repair/recovery of the ship.  Next battle deploy, and with a Gamma core giving Combat Endurance repairs in-battle, ship will likely be 30-40% CR and mostly full health by the time the enemy is engaging.  After a few battles, 10-20% CR won't be enough to allow it to survive, it blows up again, repeat the process of recovery with free 30-40% CR & health.  Never pay the actual supply cost for recovery after battle.  30-40% CR and moderately damaged isn't super effective, but throw a few S-mods on it and it's a fairly decent free opening wave in every battle.

Trying to justify using Wardens and Defenders.  Spending the 6-8x the deployment cost to repair them from 30-40% CR/health to 70% again isn't something I can justify.  But throwing a pack of 30-40% CR of them at the enemy, pretty much always knowing they'll die every battle, and then getting to collect them back to mid-health again for free might be acceptable, so long as it isn't costing me overall battle loot from the enemy.

5
General Discussion / Re: How many duplicate ships do you have in your fleet?
« on: September 05, 2024, 03:32:49 PM »
I usually do trash iron-price runs (no buying anything, can only use the ships, equips, and supplies/fuel/crew that I recover from battle/derelicts/debris fields/mining).

As such, most of my fleet is duplicates.  Early game it's a lot of cerberus (easy to recover, cheap to deploy due to rugged construction) & shepherds (more salvage, decent low-crew fighter support).  Late game it is other stuff, but overall if I get some good ships that work, I'm not opposed to adding more copies of that design.

6
Mods / Re: Thog's Domain (THG) - More Explorarium Drones
« on: September 05, 2024, 02:01:25 PM »
Does this still work in "0.97a-RC11"?

I'm using it and haven't noticed any issues.  Just update the mod info file to the current version so it doesn't thrown warnings.

7
Mods / Re: [0.97a] Random Assortment of Things
« on: September 05, 2024, 01:37:23 PM »
Any way to get a second Comradery officer? It'd be sick to be escorted by two extra-powerful officers

Tying into this, where in the save file is the comradery skill located?  I'm like 40 hours into a save and I remember selecting the Auto-Engineer perk for my comradery officer upon creation.  Now here I am, finally with the AI ship skill myself, I recover my first automated ship and realize the comradery skill somehow is no longer there -- I've got a level 6 officer with only 5 skills.  When I open up her entry in the campaign.xml, I see all her other ship skills.  And when I created a new save and picked the auto-engineer skill for them, I couldn't find it listed in their officer stats, so I figured it must be saved elsewhere, but Ctrl-F finds no mention of "Auto-engineer" in the campaign.xml file.  Any help pointing me to where / what I need to do to correct?

Spoiler
spr="graphics/portraits/portrait_hegemony10.png" rnk="spaceCommander" pst="fleetCommander" wTCRC="0" cW="1.0" fid="player" a="true" im="MEDIUM">
<n z="952" f="Yoon-son" l="Chi" g="FEMALE"></n>
<m z="953">
<d z="954">
<e>
<st>$officerMaxLevel</st>
<fp>8.0</fp>
</e>
<e>
<st>$officerSkillPicksPerLevel</st>
<ip>6</ip>
</e>
<e>
<st>$officerMaxEliteSkills</st>
<ip>3</ip>
</e>
<e>
<st>$mentored</st>
<bp>true</bp>
</e>
</d>
</m>
<stats z="955" x2="0" xp="1042333" bx="4436093" db="0" l="7" pt="0" sp="0">
<s>{"missile_specialization":1,"ballistic_mastery":1,"target_analysis":1,"gunnery_implants":1,"systems_expertise":1,"combat_endurance":1}</s>
</stats>
[close]

8
General Discussion / Re: Do Wings attempt to evade/dodge enemy fire?
« on: September 02, 2024, 11:56:30 PM »
Question is, should they? A shot that hits a fighter is a shot that, with some exceptions, won't hit a ship. I'd rather a talon face tank a reaper than any of my ships.

***! Sir, we've lost countermeasures!

This is Halo 2, they've lost countermeasures.  I'm going in.....AAAAAAAAH!



You'd think from a lore perspective your average crew won't be that inclined to sacrifice unless they eject before face tanking a projectile...

Air Force One (Harrison Ford) movie reference that went over everyone's heads.  US fighter pilot trying to help protect AF1 under attack from Russian dissidents, and hero makes a self-sacrifice when he realizes AF1 has used up all its flares and can't stop an inbound missile from hitting it.  Iconic scene, London Has Fallen basically did a homage to the scene with Marine 2 self-sacrificing for Marine 1.

9
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« on: September 02, 2024, 08:37:22 AM »
New minor patch is up, mostly to address crashes reported in the last couple days. There's also some balancing of lord raiding since the pirate/pather lords seem extremely effective at causing mass decivilization from raiding in my testing.

Code
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Random.java:388)
at util.Utils.weightedSample(Utils.java:209)
at ai.LordAI.chooseAssignment(LordAI.java:272)
at ai.LordAI.progressAssignment(LordAI.java:551)
at ai.LordAI.advance(LordAI.java:99)

and the only thing Star Lords I assume before this was

Code
2133688 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3  - Lord Aya Niess purchased 339000 of ships.

I save a few days before the game crashed so im in a perpetual loop right now

This should be fixed with the latest patch

Encountering this error myself, even after the patch, unless the patch cannot correct an existing save.

Overall I really like the premise of the mod, but still some work to do even with the basics.  The lords I've encountered so far after about 2 years into a new save aren't interacting with me in any meaningful way.  More than 2 dozen have said they don't need me for anything, 1 offered my brand new 1 destroyer-2 frigate fleet an opportunity to raid a heavily fortified planet requiring some 300+ marines, and the other gave me a quest to "buy a ship" which when accepted disappeared instantly (didn't take one of my ships, didn't show any sort of "accepted" or "new" quest to do anything, didn't cause any relationship change with the lord).  Nothing akin to M&B "hey, can you run these 20 cows tons of stuff from this town planet to the next"

Keep up the good work though, very ambitious mod.

10
General Discussion / Re: Do Wings attempt to evade/dodge enemy fire?
« on: September 01, 2024, 05:45:29 PM »
Question is, should they? A shot that hits a fighter is a shot that, with some exceptions, won't hit a ship. I'd rather a talon face tank a reaper than any of my ships.

***! Sir, we've lost countermeasures!

This is Halo 2, they've lost countermeasures.  I'm going in.....AAAAAAAAH!


11
Archaean Order ?

Sounds exactly this, especially the comment that it revolved around fighters.  AO basically gave every ship fighters, even if they were nothing more than point defense drones on a frigate.  Missiles could fire clear across the battle map to enemies they couldn't even see, as long as some frigate or fighter was in visual range to provide targeting details.

Well depreciated.  Hasn't been updated in 2 full release cycles.     
https://fractalsoftworks.com/forum/index.php?topic=13183.0

Best alternative now is Realistic Combat.

12
Mods / Re: [0.97a] Crew Replacer
« on: April 16, 2024, 04:31:10 PM »
im going to be late on that thing i promised, not because im lazy, but because im really lazy.

Bah!  I can't wait until I can figure out how to combine transplutonics and metals to create 'coder droids' so we can replace lazy humans like you!  I bet you even think you're worth a $10 monthly salary too, hmmmm?

13
General Discussion / Re: What is your Flagship named?
« on: April 13, 2024, 02:14:56 PM »
I usually go with "The Pale Horse".  While not "technically" a flagship, as I cannot myself pilot it (Usually a Rampart or mod-similar cruiser/capital class Exploranium AI ship), it is my main champion called upon to most all major fleet engagements.

Per mythology, the Pale Horse is Death, slaying all, with Hades following behind him with jaws open to receive to the afterlife all that the Pale Horse kills.

Unsurprisingly, I follow through with the other 3.

My main fuel hauler (usually a Prometheus or if using faction mods some capital-class tanker) is the Black Horse.  Bringing fuel to bomb planets, thus bringing famine, as the horse should.

My main cargo hauler (again, either an Atlas or a faction-mod capital freighter) is the Red Horse.  I tend to use AIRetrofits and build out a droid army for all my raiding / Nex invasion efforts, thus bringing the machine equivalent of like 4000 marines to wage war, as the horse should.

My main carrier is the White Horse.  Kitted with wings upon wings of wasps, they are about as close to pestilence as you can get.

Thinking about it now, I guess I have been derelict in my RPing.  I should name another cargo hauler Hades, to properly receive the "dead", in the form of supplies, metal, weapons, etc.

14
General Discussion / Re: I don't understand the combat AI
« on: April 11, 2024, 05:18:38 PM »
Escorting a ship still makes your ships extend far into the enemy line and die stupidly. I can't count how many times I've lost ships due to irrational behavior.
...
"Hey, my ship is way out of position, come back! Why is it not listening? Ok it's gone."

Am I missing something? Is there a "Don't be stupid and listen" hullmod I didn't notice?

Yeah, unfortunately as mentioned in prior replies, Escorts often do what you may consider dumb things.  They have a dual priority; protect the flanks of the ship they're told to escort, and probe forward or send off strike craft to chase down targets of opportunity if there's nothing better to do.  Unfortunately they can also succumb to their own priority; don't let yourself get flanked.

I see similar scenarios play out myself, and it basically works that an enemy penetrates the battle lines, getting between a ship and her escort.  The escort, feeling under threat itself, backs away, trying to avoid being flanked itself, and is pursued by the enemy ship that is separating it from its escort.  1000 su away from its escort....2000 su away....3000 su away...yeah, #1 you're no longer serving as an escort and #2 you are now yourself completely isolated and getting reamed (as is the ship you were told to escort) because you ran away.  It can be frustrating; like bro you are a cruiser and you are letting a kite that is out of missiles and harassing you with a single vulcan cannon bully you into run away like a sissy...go ramming speed through that trash frigate and get back to escorting your buddy.  Jester would be very disappointed; you never, never leave your wingman.

If you really want ships to buddy around each other, sometimes I find cross-linked escort assignments can help.  Like tell ship A to escort ship B, and ship B to escort ship A, and they will both make an effort to group together and avoid being separated.  Not foolproof, and can cause a dumb spiral where they each just circle around to protect the other's flank without pressing forward, but if can help if huddling together for safety in numbers should be priority #1.

Also, I'd make a plug for the Automated Commands mod.  It's a bit dated but should still work.  Basically through 0 OP hullmods you can assign quasi-intelligent commands like retreat if severely damaged, retreat if out of missiles, retreat if you've over-extended PPT, etc. and also give the ability to implant officer-like personality into officer-less ships.  So you can force a ship to be aggressive, even if its hull-type and loadout might otherwise default to cautious or something.  Also frees you from having to micromanage manually telling ships to exit battles after they are no longer combat effective, rather than letting them get blown up.

15
General Discussion / Re: tell me few things about this game
« on: April 10, 2024, 04:47:44 PM »
I've put a fair amount of hours into all 3 of the games you mentioned; StarSector, Star Valor, and Endless Sky (as well as its creative predecessor EV & EV Nova).  For full disclosure, there are aspects of each game I like, and "deal breakers" for me that keep me from really being invested in the game.

StarSector will definitely fill that itch you have of traveling between systems, trading, mission running, upgrading your ships, building new ships from scratch, etc.  Vanilla, maybe not a perfect match.  But the modding community we have is phenomenal.

Yes you can build your own ships, once you get your own colony and provided you've got the blueprints on how to build whatever you want to build (kind of like Eve).  Near everything is customizable, every weapon mount you can choose what sort of weapon you want to put in; a big gun you can only fire every so often, or a smaller gun that can fire endlessly.  And your ships have OP which can be spent on weapons, energy systems, or hullmods which do things like increase speed, increase armor, etc.  It is not nearly as customizable as Endless Sky or Star Valor though; SS ships are mainly pre-fab, you aren't given the option of getting an empty hull and putting in your own engines, armor, power systems, shields, etc. like you are in the other games you mentioned.

You want trading?  Vanilla has a few missions for that, Space Truckin will give you up to a pure dedicated play-style of cargo running for credits.  I'll note vanilla "trading" isn't at all like SV/ES; buying a commodity from planet A and hauling it to planet B generally isn't profitable due to tarrifs, you've really got to find large price discrepancies across systems, and then make trades on the black market subject to the planet's faction becoming hostile to you for not paying taxes.  That's where Space Truckin helps with dedicated "please move my cargo from A to B for $$$" mission that are always available.

You want mission running?  Vanilla has a few, there are a few mods like More Military Missions that will add the sort of missions I see in Endless Sky like planetary defense, escort cargo freighters on a trade run, etc.

You want lore?  Alex has a good Hegemony-TriTach-Church galaxy / political can of worms which is akin to the Free Worlds-Republic-Syndicate plot-line of Endless Sky.  And I can't even name & link all the content expansions the community has made, but Junkyard Dogs, Carter's Freetraders, Underworld, Roider Union, Hazard Mining, Phillip Andrada, UAF, and others are frequently ones I add into my playthrough for more factions, more lore, more fun.

You want battle?  The battles in SS are significantly better in my opinion than the other games you mentioned.  Fleet on fleet engagements with tactical deployment.  Not the sort of "you were peacefully doing your own thing and some enemy ship warped right into the middle of your fleet" sort of stuff from the other games. 

In fact, one of the ways I think StarSector is a better play style than SV or ES is because engagements are fully contained and you get a reasonable amount of loot.
One of my biggest grips playing Endless Sky is you've got to fight some massive battle with pirates or whoever, and then all the ships you disabled are ready for you to loot.  And yeah, it is a full loot system; you disable a ship and you've got the opportunity to recover the ship and all its gear & cargo.  But as soon as you're done fighting, another wave of pirate scum flies in (or worse, some Republic or Free World do-gooder), destroying those ships YOU disabled, and leaving you with zilch for your efforts.  And then this repeats ad nauseam until you give up.  So it's full loot, but more like fool loot, as you're lucky if you can get to your battle prize before some idiot destroys it all.
StarValor is little better; you kill a giant ship and your loot is what?  A single weapon?  A shield generator?  Plus a small handful of credits?  That's like Wastelands where you kill some heavy machine gun full body armor clad guy and your battle spoils is a pack of playing cards worth $5, all that gear magically vanished.
In SS, you fight an engagement, the battle is over, time is basically paused while this all goes on, and your looting efforts are done immediately, giving you a fair amount of the goodies of what you just destroyed.  You kill stuff, you get loot, you get to move along.  Nobody magically appears out of nowhere to harass you and make you leave all the loot behind.  Think of it as similar to Mount & Blade if you've played that at all.

Tying into that, I detest how both SV & ES have "magical spawns".  New enemies appear from nowhere, and often magically just after you've finished kicking their friends' butts.  ES is the most egregious in this; you jump from system A to B, there were no pirates ANYWHERE in system A, but magically as you enter system B a fleet of half a dozen flies in on top of you, entering from system A's hyperspace lane that you just exited from....how exactly???  In SS, fleets spawn, but they have to live in reality.  Kick a guy's butt, and his friends maybe get so angry they send a hit fleet after you.  But that fleet doesn't just magically teleport in via a wormhole or drop out of hyperspace right on top of you.  They launch from their faction's planet, travel in space at the same speed as you, and have to work their way towards you.  You have time to adapt; do I turn off my electronics and try to hide from them all, waiting for them to give up?  Do I run towards a friendly fleet or station and get their help defeating this threat coming at me?  Do I goad them into chasing me, hide in an asteroid belt, and then pick off their straggling support fleets one by one until the main fleet is outmatched?  Or am I tough enough that I can solo their whole horde at once?

You mentioned a dislike for travel time.  There are some speed up mods in SS that will help, but if you're going on an exploration type mission, you can expect to spend an hour flying out to the extremes of space, avoiding dangers along the way, searching out loot, getting into fights, and then returning back to civilization.  But I don't think that's any different from SV/ES.

Overall I think SS is a great game that should give you what you are looking for based on your criteria.

My only dealbreaker from enjoying SS regularly is that performance is trash.  And to be fair I think that has everything to do with being built in Java.  I've got a fairly modern PC, not a gaming PC, but it can run modern games like Star Valor, Endless Sky, M&B Bannerlord, Kenshi, etc. with good performance and for days if I wanted, and not be a problem.  But SS leaks memory like a sieve.  I'm lucky if I can get 2 hours of gameplay at a time before performance grinds to a halt and I've got to kill the application and relaunch.  And that's if I get the option of saving and killing it myself, more often than not I get a flickering screen and then the "game" progresses on while I am just left watching a flickering still image from a battle that happened 20 minutes ago, and I have to resign myself to the fact that whatever I've done since my last save point is abandoned.  However it was designed, it does a poor job of releasing memory of game data no longer needed, and basically just gobbles it up until your computer seizes.  Maybe I'm alone in that, but there are a number of forum threads of people asking how to make performance better, if upgrading to Java8 will help, how to alter computer files to increase the size of virtual memory allocated to the game to improve performance, etc.  I'm left baffled as to how this game with relatively outdated 2D graphics fairs so poorly in performance versus newer titles like Bannerlord with 3D graphics and 100x more AI agents making decisions in a battle.  I chalk it up to a smaller dev team and a longer development window built on more archaic code/system, and still applaud the dev effort, but lament that the performance issues massively impacts my enjoyment of what would otherwise be my go-to game.

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