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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Dudley Dickerson

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1
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: June 05, 2023, 04:18:28 AM »
Great mod, but would it be possible to make the size of the hexes consistent between ships?

2
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: April 18, 2021, 11:21:57 AM »
Is the dithering on the Trailblazers rift weapon intentional, or is something wrong with my game?

Spoiler
[close]

3
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: April 14, 2021, 08:35:15 AM »
Besides spawning as derelicts on map generation and showing up on a market once in a blue moon, what other methods are there for finding the more rare ships? Is it possible to find every ship on one save? Using Nex if that matters.
Great mod by the way.

4
Bug Reports & Support / [0.95a-RC12] CTD
« on: April 07, 2021, 07:06:33 AM »
100% vanilla, occurred in an after-battle pursuit. Guessing music related.
Quote
814291 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.OO0O.recompute(Unknown Source)
   at com.fs.starfarer.ui.OO0O.recompute(Unknown Source)
   at com.fs.starfarer.ui.OO0O.setLocation(Unknown Source)
   at com.fs.starfarer.renderers.A.H.o00000(Unknown Source)
   at com.fs.starfarer.renderers.A.H.o00000(Unknown Source)
   at com.fs.starfarer.renderers.A.H.o00000(Unknown Source)
   at com.fs.starfarer.renderers.A.new.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

5
I'm more of a vanilla guy so I hugely appreciate this mod and how seamlessly it blends in. The ships and weapons all feel like meaningful additions too rather than adding bloat to the game, great work.

6
General Discussion / Re: Omen AI behaviour
« on: December 06, 2018, 11:49:11 AM »
It's not something I've studied extensively but I managed to get a clip of this behavior: https://my.mixtape.moe/hlnbaq.webm
The Omen doesn't raise its shield until provoked which is understandable, but then it decides to drop its shield in the middle of combat despite having fighters and incoming missiles around it while being at no threat of overloading. My uneducated guess would be the AI not accounting for the fact that it has a 360 degree shield but instead treats it as any other omni-shield, so it tries to micro-manage the usage by dropping and raising the shield which is faster than turning it.

7
General Discussion / Omen AI behaviour
« on: December 06, 2018, 11:05:01 AM »
After trying out the Omen as an escort frigate I've noticed some suicidal tendencies they have when it comes to their shield management. They tend to not even have it on most of the time until the very last moment which usually results in them taking a lot of unnecessary damage from stray missiles and fighters even when their flux is at 0. You'd think that a ship with such a powerful shield would utilize it more efficiently, just something that I noticed.

8
Suggestions / Re: mining lasers are useless
« on: November 25, 2018, 03:56:01 AM »
I like the idea of mining lasers dealing extra damage to and automatically targeting asteroids and fighter wrecks, because those often get in the way of missiles and such. I doubt there's a way to make them worthwhile as PD when regular laser PD is so cheap to begin with, so maybe something different might be a better way of making them stand out.

9
Suggestions / Leave salvaged ships in orbit.
« on: November 23, 2018, 03:40:57 PM »
Once you salvage a ship your choices are to either haul it back home or scuttle it. In the early game if you salvage anything big it's always very exciting until you realize there is no way you can actually get it back home, so your only option is to scuttle it. I think the ability to "eject" a ship from your fleet and leave it in orbit like you can do with cargo would be wonderful, so you can come back for it with maybe a smaller fleet and a lot more fuel.

10
Mods / Re: [0.8a] Interstellar Imperium 1.16.0
« on: May 15, 2017, 05:15:01 AM »
So I have found a slight "exploit" that you may have overlooked. Because of the salvage features introduced in 0.8, it's extremely easy to just follow these Imperium/Hegemony War Fleets and pick up the crumbs that they leave behind. I followed one of these Hegemony War Fleets into the Tharcia space and ended up with two Onslaughts, several Frigates, Destroyers and Cruisers. While being in no danger myself and only costing me a few supplies for maintenance and fuel for the trip, still piloting the Hammerhead you pick up from the tutorial. Every time I go up there, it's free ships floating around everywhere.

11
Mods / Re: [0.7.2a] Interstellar Imperium 1.11.0
« on: April 03, 2016, 05:27:13 AM »
sweet baby jesus

12
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« on: March 28, 2016, 08:16:58 AM »
Really surprised that music has the lowest amount of votes. I guess most people play with their own music since the soundtrack currently in the game is extremely lacking.

13
General Discussion / Re: AI with 360 degrees of shield
« on: March 21, 2016, 03:45:24 PM »
It's accounting for possibly needing to turn the shields off due to something unexpected, or just wanting to conserve flux etc It also does consider other enemies nearby, so it shouldn't, say, prioritize turning to a Salamander over an enemy battleship (though it might try to do both, if that's possible; I don't remember exactly).

I think the AI will disengage and face the Salamander, even with full shield coverage.

14
General Discussion / Re: AI with 360 degrees of shield
« on: March 21, 2016, 03:27:29 PM »
So something like an Aurora (360 shield), will try to face the missile so it hits the front of the ship rather than the engines? (even though the entire ship is enveloped by the ship's shield)

Yes.

15
General Discussion / Re: AI with 360 degrees of shield
« on: March 21, 2016, 03:22:21 PM »
When the AI is targeted by a Salamander, they will try to face their shield toward it so it doesn't hit them in the rear. Obviously with 360 degrees of shield coverage, this is redundant, but I noticed the AI still does it.

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