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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - celestis

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1
Mods / Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
« on: October 22, 2016, 12:12:24 PM »
Got a crash in the middle of a battle between DME/II vs PBC. Fortunately the second attempt went without crash.

Code
663597 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.doDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I'm seeing some "EmpArcEntity" thing here, and given the Aether was the only EMP ship on the field, i assume the bug is coming from its system.
Thanks for report, I'll take a look at that. Not sure about the cause though, the callstack doesn't contain any PBC scripts, looks like some deferred core logic went down, perhaps something is incorrect about arc spawn. Do you remember if there were any destroyed ships/unusual objects near Aether in that moment?

2
General Discussion / Re: 4 years....
« on: September 23, 2016, 08:34:46 AM »
With current amount of content in the game I have no problem with it still being in early access. Most of the features are already here, and I personally have played more $ out of unfinished Starsector than from many released AAA titles. If such pace is convenient for Alex, then okay, he seems to know what he does, "quality over quantity".

3
Mods / Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
« on: August 27, 2016, 01:54:07 PM »
Being one that does not like unshielded ships myself, I think a front shield Emitter would be an option for this. It has 150 OP, which for a normal Cruiser it is quite high. Btw, what is the Omni Armour?
Omni armour is a built-in hullmod that reduces HE,EMP,beam and engine damage to armour and hull:
Code
        stats.getHighExplosiveDamageTakenMult().modifyMult(id, 0.5f);
        stats.getEmpDamageTakenMult().modifyMult(id, 0.25f);
        stats.getEngineDamageTakenMult().modifyMult(id, 0.5f);
        stats.getBeamDamageTakenMult().modifyMult(id, 0.75f);

4
Mods / Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
« on: August 27, 2016, 01:51:40 PM »
I wouldn't be so skeptical about the lack of the shield - it has excellent armour and damper field, so even reapers will have hard time killing it. There's a new mission with it being the flagship, give it a try!

5
Mods / Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
« on: August 27, 2016, 12:20:48 AM »
New 1.6 version has been uploaded.
Apart from minor tweaks it includes abovementioned frigate and a new unshielded cruiser:

Check it out!

6
Hi! How to deal with suicidal ship behavior? I created a frigate with a long-range missile weapon (range=3500,DO_NOT_AIM,DO_NOT_CONSERVE) and a burst pd laser, and it always tries to fight at close range and dies. Why?! How to force it to kite?
You need at least one non-missile non-PD weapon for the AI to correctly estimate the range of engagement. So a Tactical Laser maybe? Or a civilian flag.
Thanks a lot, I'll try to add laser! How weird...

7
Hi! How to deal with suicidal ship behavior? I created a frigate with a long-range missile weapon (range=3500,DO_NOT_AIM,DO_NOT_CONSERVE) and a burst pd laser, and it always tries to fight at close range and dies. Why?! How to force it to kite?

8
Mods / Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« on: May 22, 2016, 11:43:59 AM »
Quote
What about a slow longrange projectile mode that slowly splits into multiple shards and a shortrange shotgun mode?
Had something like that in mind at start, but then I remembered that one of the SS+ cruisers has exactly built-in
Quote
slow longrange projectile mode that slowly splits into multiple shards
...
Quote
Idk, the projectile is actually a rocket that latch onto the ship and then fire the engine causing the ship to drift away or spin.
I suppose the weapon should be quite decent at dealing damage as well, because it is this ship's main gun after all.
Quote
Now that i think of it, a "magnet" weapon would be interesting, shoot enemy 1, shoot enemy 2 (and 3 maybe), enemy 1 and 2 (and 3 if applicable) all collide with one another.
Well, that is definitely original, I like the idea. Shooting several ships might be a bit too much, but maybe a sort of AoE singularity that will drag nearby ships to itself for a short period of time? Or, as you proposed, a magnet, that could be represented by 2 or more "tractor" beams coming out of the projectile.

9
Mods / Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« on: May 07, 2016, 03:46:25 AM »
Finally found some time to continue development. Check out 2 new frigate sprites:

Any ideas what kind of a built-in super gun to mount on #1? Perhaps it will have a system that will toggle long/short range for this weapon, but I'm still in the very start of thinking it over...

10
If there a relatively simple way to make a weapon firing 2 different projectiles? Maybe 2 different weapons, but one of them triggering another to fire first...?

11
Mods / Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
« on: March 18, 2016, 11:33:04 PM »
Any chances of having a quick fix for the Erebus? Ship's OP.
I haven't yet decided what to do with it. Perhaps I'll just removed about 2 decks, but quickfix is unlikely: next update will contain something new too. If this really annoys you, such a seasoned modder like you can easeily adjust the files to your liking w/o waiting for the fix.

Very funy faction to play at start war with tri-tiacon have some hard time but few bounties done get phase destroyer and tri-tiacon base i home system prety annoying bout will be soon done with this base by capture.
how get start fleet for nexelin by playing as pbc?
Last time I played Nex with PBC it was working fine, you just need to select the starting race from "P" group.

12
Mods / Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
« on: March 18, 2016, 10:16:46 AM »
I need PBC!
Good news everyone, that scream prevented me from postponing the release for tomorrow, so PBC 1.5 is already out! =)

Changes:
- Phase inhibitor: reduces time scale bonus, max speed and raises cloak upkeep for nearby phased ships
- Multi EMP: shield pierce chance
- Magnetic accelerator active time increased to 9 seconds and it now also gives 25% bonus to energy and ballistic range
- Ionized shield reduces chance of shield piercing by 50%
- Nanite paste duration reduced to 2 seconds
- Thanatos: 2 small slots Universal->Synergy
- Nyx: 1 medium slot Energy->Universal
- Gaia: 1 large slot Energy->Synergy
- Aidos: 2 medium slots Energy->Synergy
- Pallas: 1 medium slot Energy->Hybrid
- Tethys: 2 small slots Universal->Synergy
- Thrasos torpedo: 0.75 second arm time
- Pallas shield radius increased a bit
- Slightly increased stasis beam effectiveness vs big ships
- Twig entity support for beam effects (looks like it works, but I'm not completely sure about everything)
- Flux destabilizer now also reduces hard flux dissapation fraction by 85%, adds small chance of weapon malfunction and also deals 1 dps

13
Mods / Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
« on: March 13, 2016, 05:28:45 AM »
Oh I'm not suggesting removing the effect for those factions, but just maybe tone it down. I had the issue with Scy's Singularity Torpedoes that utterly wrecked Templars if you managed to land a hit. Maybe those beams will be fine, but you should probably keep an eye out for those kind of issues.
That is quite reasonable. I'll try to check that when I coma across new updates. It won't be a problem to adjust effect level for some hulls, if this really becomes a problem.

14
Mods / Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
« on: March 13, 2016, 05:11:29 AM »
As well as fast ships can easily outmanuever most PBC ships and avoid fire. It won't be "fair" to disable stasis effect for, say, Exigency ships, and keep it enabled for Hound too. And making effect apply only to shielded targets will create an easy counter.
Each faction has its strenths and weaknesses, and PBC was intended to be able to power down many of the common advantages like speed and phase cloak. I'd rather watch how it turns out before making adjustments to these effects.

15
Mods / Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
« on: March 12, 2016, 11:54:02 PM »
Thanks for advice about Twig - I rarely play PBC agsinst Scy and Templars, so I just forgot about that.
You probably will also need to add checks against Templars or Exigency hulls when they get updated because they are shield-less factions and that could make those weapons god-tier against them.
What weapons exactly are you talking about? Stasis beams just lower speed, neutrino beam applies additional effect only if target is shielded, flux destabilizer raises flux cost for firing. I don't quite see possible issues with shield-less ships here.

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