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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - WENth100

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1
PSA author has some fixes on their discord

Not in his discord. Will he update the main mod page?

Use search function in the Discord, Vanilla has a fixed Jar file that prevents the crash.

2
Mods / Re: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: August 23, 2024, 06:48:09 AM »
AotD has a bug that causes this and one of Neutrion's fighter wings to crash as soon as they are deployed. We have to wait for Kaysaar to patch this glitch, or do some jury rigging ourselves, either delete the Valiant's ship system or change its OP cost to like 999 so nobody will ever deploy it.

3
From what I can gather, there is a bug in the Colony Crisis event. The VRI Incursion should only occur if your colony is within 10 Lightyears of one of theirs. But for some reason it triggers even if the nearest VRI colony is more than 10LY away, and once enough crisis points have accumulated. The game crashes.

Head to the mod's discord channel, Vanilla has a patched jar file that fixes the issue.

4
Mods / Re: [0.97a-RC11] More Planetary Conditions 3.3.3
« on: July 01, 2024, 04:52:03 PM »
Sorry to bother, but I have been hit with this rather odd crash. It seems to happen at a set time on my existing save and upon attempting to generate a new sector it also causes the same crash. But if I disable this mod it seems to go away. I don't know what can be gained from this however, as all of the codes are vanilla and it seems to be caused by an error in fleet routes.

It seems to be caused by the 3.3.4 version, I shall attempt to downgrade and see if it's still present.

1356927 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData.getCustom()" because "route" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData.getCustom()" because "route" is null
    at com.fs.starfarer.api.impl.campaign.econ.impl.MilitaryBase.reportFleetDespawnedT oListener(MilitaryBase.java:489) ~[starfarer.api.jar:?]
    at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.BaseGameState.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) [?:?]

5
On the Invictus the HAG can perform rather well, LIDAR array’s range boost and rate of fire boost allows them to dis out an impressive amount of damage. So it’s a good idea to combine 2 of them with a pair of Mark IX Autocannons.

6
Suggestions / Re: Ships just conglomerate into a ball and do nothing...
« on: November 21, 2023, 12:38:26 PM »
Fearless, they are Sovereign-class fast cruisers.

Well too bad, you are stuck with me no matter where you go.

7
Suggestions / Re: Ships just conglomerate into a ball and do nothing...
« on: November 21, 2023, 10:54:54 AM »
It was hilarious, I hard 5 cruisers deployed and the enemy has only 2 phase frigate left, and yet my ships just clumped together and avoided the frigates despite me setting an elimination order on them. I didn’t know full assault cancels it out so I just popped open console and entered the nuke command.

8
Suggestions / Re: Remove LG Ships OP penalty, make Andrada non d-mod, etc.
« on: November 11, 2023, 08:13:06 AM »
I hate that LG default hullmod is a straight downside. It throws all nuance away (and makes it look like the game has a political stance, which i don't remember Starsector ever doing, all other factions just suck equally) and makes LG ships basically just ships with irremovable Solar Shielding and a paint job, which just isn't fun. I had an idea in a similar thread before to turn it into more of a tradeoff than a straight downside.

I would much rather have the Diktat D-mod turn into something similar to 17th.
Quote
Yes, sure, flux vents got worse and the ship overheats easier, but covering hot pipes does help with crew survivability, and extra metal in corridors does make the ship more resistant against shrapnel.
(same flux stats, but -10% crew casualties, and +5% hull)

Having lived under a dictatorship long enough I can confirm that they love to stick their nose where they didn't belong. Even so I still dislike how the LG ships are designed, I rather have them be awesome but impractical than straight up inferior than the default models, having them offer an interesting alternative that needs some careful workaround will be better. Because even without the Andrada ModsTM and the reduced OP count, having midline ships rely heavily on energy weapons like high tech ships is already suboptimal.

I agree with this design of Special Modifications, we can essentially make it work like a worse version of blast doors, reduces crew casualties by a small amount and hull damage taken by a small amount, at the cost of increased CR degradation rate on top of reduced flux dissipation as well as repair rate.

For the OP discount due to solar shielding, I say we should either get rid of it or make it so that applying a SP to it increases the OP count of the ship (I believe Progressive S Mods or some other mods already has done it). I am more inclined to pick the former, because when you consider that Pirates can either make their ships more expensive but better, worse but cheaper, or basically remain the same; the Pathers can install SO at the cost of Ill Advised but not lose any OP, yet all the Sindrians can do is to gain a hullmod while loosing OP AND getting a D mod.

Then, we have the Energy Bolt Coherer. This is even more bizarre because on LG ships it increases casualties in combat by a whooping 50%. At this point I don't understand Mr. Andrada at all - apparently he cares so much about his "brave and loyal crew" that he directly meddles in spaceship design, but also apparently has no qualms about putting said crew at massive risk by using dangerous piece of technology on ALL his ships. Which one is it?

Well, maybe Special Modifications were made to counteract the effects of the Energy Bolt Coherer in the first place. But there's still no reason for them to increase casualties instead.

9
Suggestions / Re: Remove LG Ships OP penalty, make Andrada non d-mod, etc.
« on: November 10, 2023, 03:20:22 PM »
Huh, so it does reduce shield damage as well, thought it only works on armor and hull for some strange reason.

10
Mods / Re: [0.96a] Emergent Threats v0.2.6
« on: November 10, 2023, 12:06:44 PM »
That actually explains a lot, I used to run a lot of factions along with IX during the Arsenal Expansion days and really the only time they got wiped out was when I decided to go all out on them, to be honest most of their defenses back in the old version are not too difficult, in fact whenever I needed a pristine nanoforge I usually visit them to teach them a lesson about sat bombing so many worlds. I turned on Brawl Mode after they lost their first colony to Diable, hoping that at least they will spawn more defensive fleets to counter the invasions, I didn't realize it will only exacerbate things.

And if possible maybe make them play a more active role when it comes to launching invasions, because I swear before they are conquer planets at a faster rate than even the Legio or the Hivers.

One thing I realized that custom fleet spawns just doesn't even seem to work in 0.96 anymore, 3 times I saw Mariaath getting occupied by the Heggies even though the Vengeance of Mariaath fleet is still clearly active. I think maybe it's just that invasion fleets now make a beeline for the target planet now instead of the defensive fleets in the way.

11
Suggestions / Re: Remove LG Ships OP penalty, make Andrada non d-mod, etc.
« on: November 10, 2023, 11:46:11 AM »
Solar Shielding is something you mount on either logistic ships or LOW TECH warships that are expected to tank hits with their armor and hull
It's also something some of us at least sometimes like to have on our entire fleet, regardless of the tech levels of individual ships, to counteract environmental effects, because hyperstorm surfing and sundiving can otherwise be very expensive/annoying and fighting the Hypershunt guardians is hard enough without corona effects significantly reducing PPT.

Also, ship hulls that come standard with built-in hullmods don't lose a built-in slot when you spend story points on the hullmods that they came with. Paying a few OP and a story point to have the benefits of built-in Solar Shielding without needing to consume one of your two or three slots for built-in hullmods may not be the best deal in the world, but it's also not the worst, and in some cases it may even be a net gain.

Yeah, that is a fair point, being able to gain a 4th S mod effect is a neat feature, so is the ability to hyperspace surf, but it's still not something I want at the cost of combat efficiency. On the Executor is fine though as 350 OP still leaves a lot to spare.

12
Suggestions / Re: Light Mauler
« on: November 10, 2023, 11:40:01 AM »
Alright here's an actual idea for the medium (and even small perhaps) HE weapon, just make it have >1.0 flux/damage. Every single vanilla ballistic HE weapon either has 1.0 efficiency or better. So if such a weapon is hypothetically so problematic, balancing it like this stops it from being too good in certain situations. You want your perfect HE counterpart to Heavy Autocannon, you'll pay with flux.

Also I forgot to echo the mini discussion about LAG, I barely use it since it's both flux hungry and not good versus armour. You usually lack OP and flux, not mounts, so where I'm forced to take a small HE, I'm going with Light Mortar. But in 99% of the cases, HE weapons of choice are either in mediums or larges; or I just rely on missiles but be sure to have kinetics with good damage/shot.

Now I am reminded of the medium HE ballistics UAF has access to as of now. One is the budget mortar option, while it's a triple mount instead of the Heavy Mortar's double it only has 600 or so range if I remember correctly. The other 2 are essentially an HE Heavy Autocannon (Rapid) and a discount Mauler (Support). The Rapid variant is a triple barrel gun with 800 range but has lower hit strength and less than stellar efficiency (should be above 1.0 as it does generate a lot of flux), the support variant has 900 range but only slightly better hit strength and half the rate of fire.

And TBH, light assault guns are only good early on, where you only have a handful of HE weapons that is easily accessible, the light mortar is just awful, the Heavy Mortar has decent hit strength but its low accuracy and projectile speed means it will most likely miss its shots the majority of the time, as early on you will be fighting mostly small fast ships like frigates and destroyers. In the end the light assault gun ended up as the better choice early on as it's more accurate and the low hit strength matters a lot less against early game enemies that have low armor to begin with.

13
Suggestions / Re: Remove LG Ships OP penalty, make Andrada non d-mod, etc.
« on: November 10, 2023, 07:38:33 AM »
I have to agree with that, maybe because I have played way too many mods but looking at these LG ships I feel it necessary for them to be something different, allowing us to discover new methods of ship building and fleet organization. As of now the only incentive I have for using LG ships is because A: they look cool and B: as a self imposed challenge, because even without the OP reduction and having EBC on all LG ships, I soon discovered how terrible of an idea it is to force Midline ships to rely primarily on flux hungry energy weapons as if they were high tech ships without the use of safety overrides.

The problem with the built-in at cost Solar Shielding is indeed: they really don't make the ship any more effective, Solar Shielding is something you mount on either logistic ships or LOW TECH warships that are expected to tank hits with their armor and hull, adding them on notably less durable Midline Ships really isn't that beneficiary.

Besides the Cabal I mentioned earlier another good example I can think of are the HMI supervillians: Fang Society and Draco Group. Cool ships aside both factions have something extremely unique going on with them:
  • Fang Society's primarily low tech ships mostly have accelerated ammo feeder (even the Drover has it), heavy focus on ballistics, improved armor, built in rugged construction and safety overrides (except for the Atlas Mk.II because SO really won't be of much use on that) and an improved Damper Field that allows weapons to fire while it's active. But at the cost of having no shields and heavy reduced OP.
  • Draco Group's primarily high tech ships are focused on energy weapons and instead have high energy focus, they have improved engine output and much quicker active venting, and are capable of emitting EMP arcs to ward off missiles and fighters. This comes at a cost of reduced weapon range past 600su as well as slower fighter refit and replenishment for their carriers.

Of course. It will be hard pressed to make the LG ships THAT unique because it will require a lot of change to their combat AI as well. But really LG ships should serve as a potential alternative (i.e. Pegasus vs Executor) instead of just straight up worse. An example I can think of is the LG Champion in Ships & Weapons Pack, it may have sacrificed its medium hybrids for energy mounts but having EBC does make it a potentially capable hull for projectile based energy weapons.

14
Mods / Re: [0.96a] Emergent Threats v0.2.6
« on: November 10, 2023, 07:23:00 AM »
Running with IX so far and the problem I have now is that they are being defeated a bit too easily (I have both Strategic AI and Brawl Mode on), they already lost 2 of their 3 planets. Not sure what can be done about it as in Arsenal Expansion even if I stole their nanoforge they remained persistently hard to take down for the other factions.

15
Suggestions / Re: Light Mauler
« on: November 09, 2023, 01:47:26 PM »
I still think medium ballistics should get a new HE gun.

Have to agree, judging from the sheer amount of mods adding stop-gap options, considering how for kinetics there is the budget yet dependable Arbalest, the middle of road Heavy Autocannon, and then there's the long ranged Hypervelocity Driver. Would be nice if we have a middle of the road option for HE, something that doesn't have as much range but has more DPS, the closest we have is the Chaingun as of now and that is more of a SO weapon.

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