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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - Surge

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Modding / Re: [0.9.1a] CK Industries 2.0.2
« on: December 19, 2019, 12:30:55 PM »
Very interested to see where this goes!
Some initial thoughts though:
Protective Gear is, quite frankly, a no-brainer to build on literally any planet. Being a non-industry structure with relatively low upkeep that buffs all other structures on the planet it doesn't really have any trade-off to building it. Personally I would make it an industry with a -50% hazard reduction so it's not an auto-build on every colony.
The conscription center offers very little for the trade-offs it presents. As export of marines generates no income the only actual benefit is being able to claim marines from that colony, a benefit to stability or defense rating would make the growth penalty a bit more palatable in my opinion.
Biomass processing is a very cool idea but another one that offers penalties more dramatic than the benefits. Admittedly I don't think I know how to improve this without just nerfing the penalties, which I think should remain severe given what the industry entails. Regardless I somewhat struggle to envision a good use-case for it.

General Discussion / Re: Tournament Musings
« on: September 05, 2019, 04:03:57 AM »
Let me respond to some allegations.

Bracket build Tempests:
I agree that the lack of hardened subsystems was a glaring oversight.
The pulse laser is there despite the range mismatch to give the tempest some genuine DPS in a straight up fight. Once the opportunity to swarm an enemy presents itself two lightning guns would have proven anemic.

Attack Heron:
These are actually not my interceptor loadout for the Heron despite the Falx wing. These are normal anti-ship carriers with the Falx as a concession to the weakness of the Claws and Gladius against other fighters.

I disagree that lightning guns were a poor choice, they benefit from the temporal shell and their reach enables the Chronos to play safe if faced with something like a paragon or victory while still bringing to bear something the Aurora can't, a tachyon lance.
Fight me on the pilums, I had basically 3 medium missiles on a ship designed to hang too far back to use Sabots very well in a fleet without enough kinetic to benefit from MRMs. Pilums were a cheap choice that further saturated the battlespace.

I am so impressed that I am actually quite intimidated. There are levels of madlad on display here I didn't realize were possible.

Blog Posts / Re: Skills and Story Points
« on: July 08, 2019, 11:59:02 AM »
Story points are a fascinatingly fresh take on incorporating a TTRPG mechanic into a video game. My only concerns with this new system is that I won't be able to edit a file and make sure I can have all the skills now, and more importantly that some people may feel that story points make this not the game they paid for. I suppose the solution to that would be to allow players to disable story points and their associated mechanics but the larger skill system is kind of built around them so I don't suspect that will work well.

Either way, the next patch has my full attention with this new system and I am eager to see how much I can trick out my fleet and officers under it.

Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 02, 2019, 12:15:40 PM »
Trying to load a save that has this mod and I'm getting this error
299393 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: ruthless_sector/ModPlugin
java.lang.NoClassDefFoundError: ruthless_sector/ModPlugin
at starship_legends.ModPlugin.reportCrash(
at starship_legends.hullmods.Reputation.applyEffects(
at starship_legends.hullmods.Reputation.applyEffectsBeforeShipCreation(
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at data.scripts.SWPModPlugin.onGameLoad(
at Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.while.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.float.dismiss(Unknown Source)
at Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.V.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$ Source)
at Source)
Caused by: java.lang.ClassNotFoundException: ruthless_sector.ModPlugin
at$ Source)
at$ Source)
at Method)
at Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 22 more
Which I'm posting here instead of in the ruthless sector thread because I don't use ruthless sector.

Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 01, 2019, 07:51:51 PM »
THE DAY IS HERE. So excited to play with this.

Just noticed the GM Vigilance's close support variant has 3 unused OP.

Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: March 13, 2019, 04:05:45 PM »
The thing about the excelsior is that it's functionally an easter egg. Never in a million godamn years will the AI push an Excelsior to its fullest potential, hell it's up for debate if even HELMUT pushes the thing as far as it can go. In the hands of the AI the Excelsior is a threatening but far from game breaking super frigate, when in the hands of a player it's a challenge to see how far you can take a ship with no limits but CR. If you think it makes the game too easy well congratulations on being the best Starsector player in the world, fly something else. Let the Excelsior waste its potential and its life against your fleet and leave the husk behind.

Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« on: February 25, 2019, 01:34:10 PM »
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
Still getting a hard crash when I open the industries build menu on a planet colonized in a system without a star.

To follow up on fish's Bulldog thoughts I'd like to share some of my own from using the Bulldog as a support capital ship against the Dickersons.

Essentially the Bulldog is in the position of being a larger Mastiff, able to endure or deal punishment but not really both. In most contexts this leaves the Bulldog somewhat underwhelming as a battleship, with performance more comparable to that of a battlecruiser, but that includes thoroughly adequate agility. An extremely large selection of energy turrets gives the Bulldog an extremely distinct niche as a capital ship, being able to project overlapping banks of energy weapons to control fighter and missile swarms with relative efficiency that is sorely needed for PACK fleets.
For my purposes of using the Bulldog as a flotilla leader for light cruisers designed to break the back of lighter vessels, I fitted it with an exhaustive array of point defense weapons, anti-fighter weapons on the outer weapon nacelles, and standoff weapons in the medium energy hardpoints. This was intended to allow it to reliably zone out fighters and frigates, ensure breathing room for the rest of the fleet and while the battle didn't quite go as planned this wasn't due to any failings on the Bulldog's part. For the main guns I used a pair of Mark 9s backed up by some HE guns, a build again intended more to provide breathing room to the fleet than for breaking ships on its own. Finally the fighter bays were filled with support fighters of irrelevant type, largely an afterthought to be honest.

Now it wouldn't be fair of me to blast the Bulldog's lack of exemplary performance given the nature of the build I used, however I did feel there was a distinct issue that even with predominantly beam weapons and Mark 9s the Bulldog struggled very hard to sustain any level of fire. It also occupied a position where the entropy amplifier simply was of no use to the Bulldog itself due to the lack of sustained and raw damage, which is why I built it as a support ship of course. Essentially it had a simply stunning ability to respond to harassment via its grid of energy weapons, but solely two large ballistics felt insufficient to pressure any target slow enough to be a valid target. More importantly even the most flux-efficient build reasonably possible for the ship boasted...mediocre staying power. (Though I will say that flux endurance is a complaint I think I've leveraged against every capital ship at least once, so while I'm confident in the criticism in this case take it with a grain of salt)

So per a thread I posted in the support forum we pinned down FDS as the cause for cryovolcanic worlds with no features whatsoever.
Yep, I'd say that's almost certainly the culprit. From what I can tell, the code performs two look-ups when putting together its list of potential conditions for a particular planet.  First, it searches for a column matching the planet type (so "fds_cryovolcanic" in this case). If that fails, then it attempts to find a column matching the planet category (i.e. "cat_cryovolcanic"). Since neither of those are one of the column header names in vanilla's condition_gen_data.csv, it doesn't add anything to its list and generates the empty world as a result.

This also explains why, as Alex said earlier, the vanilla cryovolcanic worlds work fine. Their planet type is simply "cryovolcanic" so they pass the first check and correctly use the "cryovolcanic" column to generate their conditions without even checking for their "cat_cryovolcanic" planet category. It's really too bad that the column isn't named "cat_cryovolcanic" because it looks like that would have worked in both cases.

Bug Reports & Support (modded) / Re: Empty Cryovolcanic Worlds
« on: February 20, 2019, 10:11:52 PM »
I'll pass this on to the FDS thread then.

Bug Reports & Support (modded) / Re: Empty Cryovolcanic Worlds
« on: February 20, 2019, 05:27:03 PM »
Just to be clear - Unknown Skies doesn't have any custom cryovolcanic planets and is NOT causing this specific issue. I'm just saying that the root problem appears to be identical and since Tartiflette already has a workaround, that workaround could theoretically be applied to this issue too once the source mod is identified. Plus, if there is some sort of problem with certain planet categories and sector generation, then it's probably something Alex should know about.

With that being said, I just glanced at Kadur and it doesn't even have a custom planet_gen_data.csv file, so I'm pretty confident it isn't causing this problem either...  
Decided to poke through my mod folder for any mods with a planet_gen_data.csv and... I found one in FDS

Bug Reports & Support (modded) / Re: Empty Cryovolcanic Worlds
« on: February 19, 2019, 05:27:06 PM »
and here I was ready to blame Kadur, I've been using Unknown Skies for some time and never had this issue.

Bug Reports & Support (modded) / Re: Empty Cryovolcanic Worlds
« on: February 19, 2019, 08:35:59 AM »
Yeah I'm pretty sure it isn't a vanilla issue, but I'm unsure if it's caused by a mod or interaction between two mods, nevermind which one.

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