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Messages - Euripides

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Mods / Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« on: September 07, 2023, 01:07:23 PM »
In the Nathantia description it says,
"An Engineer confused a mathematical operator(Nott sure what this means?) ..."

I'm assuming this is a translated description from somewhere. A mathematical operator refers to things like multiply, divide, add, subtract (among others). It sounds like the author may have misunderstood the meaning of the sentence as a ship engineer confusing a person who operates math, rather than an engineer who used the wrong operator in an equation.

Mods / Re: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: August 24, 2023, 04:59:04 PM »
Ok, I need some help.

Diable Avionics is a fantastic mod. It is beautifully crafted and a lot of love was put into it.

But I'm getting demolished in early and midgame. Well, not demolished, but many fights are a very real struggle.

Idk, I feel like most of my ships are either flux-starved and can't reliably attack or the weapons themselves are somewhat very limited with a couple of exceptions. I have tried so many loadouts none of them feel satisfying or good to use. For example, on the Vapour-class, I've reached the point where I just put 1 HVD and 1 Heavy Mauler on it : it now has the range to actually harass and use its superior mobility but it doesn't need to vent every 3 seconds or expose itself because of the Diable's weapons shorter range. Overall, I tend to disregard most of the Diable weapons now ...

I know the Diable are supposed to rely on their wings and their ships' mobility but man every fight is stressful.

Diable is overtuned and the frigates especially suffer for it. I always feel like I have 20-30% fewer Ordnance Points with a diable ship than a vanilla one until looking at cruiser+. You really have to work to make frigates work.

Both the sleet and draft are cool concepts and designs but neither works for much of anything; mostly they're just cannon fodder and die gracelessly.
The versant is neat but the AI sucks at using them, it's basically a player-only ship (I have a loadout below that is acceptable in AI hands), and anything that sports a beam makes short work of them.
The vapor is like an underpowered tempest, it's usable with a similar loadout as a tempest but you could honestly just use a tempest and have the same outcome but a more survivable frigate.

For loadouts that I've been been able to make work:

Recson V
Phase Lance
2 cheap finisher missiles

Nocturne EMP
2 Grazer DEM SRM
Harvest on Burst

Recson V
4x diable micromissile
ECCM hullmod for bonus to SRAB and minimissiles

Nocturne EMP
Glaux Lance Repeater
2 Burchdel
4 micromissile
ECCM and/or optics

I haven't played around with grazer DEM's much on the draft or calm, but these missiles feel like they resolve a huge issue for Diable's frigates where they simply cannot handle the flux of shooting+taking hits like vanilla ships do. Grazers are new vanilla missiles, they launch and then fire a kinetic laser at the target without generating flux on your own ship from firing. It's one of the most flux efficient ways to pressure an enemy ship and singlehandedly makes the versant usable in AI hands for me.

Mods / Re: [0.95.1a] Adjusted Sector
« on: August 23, 2023, 03:21:34 AM »
Question: what file do I replace with the new bigger hyperspace map?
same file structure as the mod but in the game's proper directory instead; data/campaign/terrain -> hyperspace_map.png

so you take hyperspace_205k_x_130k.png or whatever it's called, and then rename it to hyperspace_map.png (or whatever it was that the original one is called its something like that) and replace the original one that's in starsector-core/data/campaign/terrain/etc. with the new larger one.

Mods / Re: [0.96a] Ashes of The Domain
« on: August 22, 2023, 02:01:34 AM »
- (probably) fix : now game properly calculates water size within missions
If the water still takes up 10 cargo per unit, then in this image I'm being given a mission to haul 7100 cargo worth of water, while having 6196 cargo available

I think you're correctly calculating total cargo space (If I dropped everything I was carrying I could haul this), but not taking into account used cargo in the calculation. I'm not sure if that's how it works in vanilla; it's not something I've ever run into before.

Mods / Re: [0.95.1a] Adjusted Sector
« on: August 16, 2023, 10:19:41 PM »
My recommendation is to:

1. Download RAT (Random Assortment of Things)
2. Download Adjusted Sector
3. Install and Enable RAT
4. Configure RAT with the extra systems you want and nebula density
5. Edit starsector config
6. Change the map size in the starsector config to one of the sizes that works

Question. What's the performance impact of increasing the map? If I wanted to double the size how bad would the performance degradation be?

Quite high.

Aspect ratio for width/height is 41/26

205000 x 130000 = 1.25x larger
246000 x 156000 =  1.5x larger
328000 x 208000 =    2x larger

I avoided anything higher than 1.5 myself.

7. Open the data/campaign/terrain folder in Adjusted Sector's mod folders and copy-replace the nebula map size that fits the new sector size you chose, replacing the original map in data/campaign/terrain of starsector proper and renaming with the original maps' name ("jyperspace_map" or something like that)

This SHOULD keep all the new stuff in 0.96, but also let you have 250% more systems and a 1.5x larger map for example.

Mods / Re: [0.96a] Ashes of The Domain
« on: August 15, 2023, 01:49:39 PM »
I think you accidentally have water taking up 10 cargo capacity per unit rather than 1 cargo capacity per unit
Nah this is intentional

That's really unfortunate because it's basically gamebreaking; if I get a mission to transport something it calculates assuming 1 unit = 1 cargo capacity. I just got a mission to transport some 2000 water, I thought I had the cargo capacity for it, so did the game. But it loaded me up past 20,000 cargo capacity, forcing me to cancel the contract and sell all the water at that planet.

Two better implementations would be:
1. The game understands water takes up 10 cargo capacity per unit and calculates appropriately when providing missions, loot, etc.
2. Water is provided in amounts like ore, in the tens of thousands, so that it continues to stick with the game's consistent logic that 1 cargo capacity = 1 unit that applies to all other economic goods while providing water in the large amounts intended

For those interested in fixing this manually, I think a change to commodities.csv in Ashes of  The Domain- Vaults of Knowledge 1.5.1\data\campaign may do it
Nevermind, this causes the game to crash. I guess the source code needs to be edited and recompiled then.

Mods / Re: [0.96a] Ashes of The Domain
« on: August 15, 2023, 01:42:49 AM »
I think you accidentally have water taking up 10 cargo capacity per unit rather than 1 cargo capacity per unit

Mods / Re: [0.95.1a] Iron Shell 1.181
« on: August 13, 2023, 08:12:31 PM »
Does this mod still work if I just remove nexrelin as a requirement in the mod info file?

The OP implies it's unnecessary but there's no clarification why that's the case or what can be done to remove it as a requirement.

Mods / Re: [0.95.1a] Underworld 1.7.1
« on: April 19, 2023, 07:32:34 PM »
Pirates definitely need fleshing out, but this just seems to be another OC faction with more ships/guns and few interesting gameplay changes.

I guess I'm just a negative nancy but I'd really like to see campaign and gameplay changes, not more ships and guns added to the game.

Mods / Re: [0.95.1a] Starpocalypse 2.3.2 - more apocalyptic settings
« on: April 16, 2023, 01:37:05 AM »
748279 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/alcoholism/itemPlugins/AlcoholItemPlugin
java.lang.NoClassDefFoundError: com/fs/starfarer/api/alcoholism/itemPlugins/AlcoholItemPlugin
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(
   at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
   at com.fs.starfarer.loading.X.getNewPluginInstance(Unknown Source)
   at starpocalypse.helper.DropTableUtils.removeBlueprintPackages(
   at starpocalypse.StarpocalypseMod.disableBlueprintDrop(
   at starpocalypse.StarpocalypseMod.onApplicationLoad(
   at com.fs.starfarer.loading.ResourceLoaderState.init(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$ Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.alcoholism.itemPlugins.AlcoholItemPlugin
   at java.lang.ClassLoader.loadClass(
   at java.lang.ClassLoader.loadClass(

Not sure what's conflicting where, but this mod seems to be broken after I updated a few other mods

Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: February 02, 2023, 12:25:01 PM »
The PD Assault Conversion hullmod says it increases PD weapon damage by 25%

But it is actually increasing PD weapon damage by ~1.67%

40 damage -> 41 damage (actually about +0.67dmg) ; a 25% increase would be 50 damage

Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: February 02, 2023, 12:18:12 PM »
Draft is ok so long as it never gets hit from the side

I've tried a lot of range mods, high range weapons, missileboating etc. to make it work at long range so things stay in front of it, and the simple fact is that it just won't. You'll always get more mileage and better returns from a ship that has shields.
The problem is that missiles and fighters are too commonplace, and in any fight beyond maybe 5 ships it is inevitable that something will take a shot at the side of the draft while it's engaging something else and it just doesn't take much to kill it this way.

It's a neat concept but without being able to block some side hits and kill fighters/missiles better it simply can't cut it, not even for its low deployment cost.

If I were to try improving the design, I would add smaller, thinner, and weaker side armor blocks that work like the front armor block, and buff the Drafts' point defense capability probably with a built-in IBIS with a 240 degree arc facing the rear. This shores up its biggest problems by providing a little better PD for killing missiles and fighters, and provides some side armor so those stray hits don't blap it instantly.

Suggestions / Exploration
« on: January 29, 2023, 04:07:24 PM »

Exploration addition that takes time and money to provide more salvage

  • Hire specialists from Galatea, pay their salaries, put them on planets with ruins, slowly acquire blueprints and salvage over months/years instead of instantly from orbit
  • Provide marines so they can access more dangerous ruined areas

Maybe provision with ships as well? Might be too far out of scope of the idea, but logistics ships with salvage gantry, cargo space, etc that can be given to the exploration and salvage team to improve results
Maybe automated transport of equipment to a designated storage location
Maybe tie event chains into excavations similar to what happens in Stellaris
Maybe replace current salvaging with this process outright (might be too tedious/annoying and reduce the gacha fun of opening lootboxes in new systems, so as an addition rather than replacement is probably better)

Higher costs and risks would result in better rewards; loot tables for planetary ruins could be adapted to have fewer expensive items like AI cores and more common items like supplies
Probably good idea to mark ruins that could provide more useful more expensive items; (Planet fortifications, "This planet has extensive fortifications scattered across its surface" more weapons, heavy armaments, ship hulls from salvage team) or something like that

Suggestions / Burn Levels
« on: January 29, 2023, 03:44:43 PM »
Suggestion/personal theorycrafting

All fleets operate at the same speed in the campaign map (maybe this isn't even necessary but I just don't like this disincentive of capitals being to make the game a slog - traveling slower)
Burn level determines which ships in a fleet interact first in a battle rather than determine fleet speed

Higher burn ships enter the battle first, then after some time, lower burn ships become available as reinforcements. (I think this should be fairly short, like 1-3 minutes between waves)
If the current burn level of ships is all destroyed the next burn level immediately enters (with a 10 or 15 second warning/delay to allow retreats of heavily damaged ships, etc)
The lowest burn ships in vanilla are burn 6 I think? At 1 minute between waves it would take 4 minutes for burn 6 ships to enter the field
Maybe a catchall level above 10 for anything with more than 10 burn as well

  • This lets frigates remain viable later on in campaigns rather than getting instablapped by capitals
  • Allows players to continue having a full mix of ships in campaigns and battles
  • Provides incentive for fleets to not simply be capitals vs capitals
  • Introduces new strategy in fleet composition
  • Helps keep battle sizes smaller and more performant
  • Introduces opportunity for new hullmods
  • Gives another balance lever for some ships (e.g. very tanky frigates with burn 7, very light capitals with burn 9)

and well basically gets rid of the annoyance I have with burn levels = campaign speed
everyone uses the Ox to drag their slow ships around at full speed in campaign anyway so I don't think many people are going to miss it; who even likes traveling at 12 burn around the map?

Suggestions / Re: Removing free storage
« on: January 29, 2023, 03:04:47 PM »
abandoned space stations are fine
but storing equipment there and not getting it stolen isn't

Maybe there should be some sort of interim between having a colony and nothing? Claim a starbase, pay local tax and fees for security, upgrade starbase for production of starships and equipment that you've discovered. Something that lets you get into colony management side of things without going the whole way.

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