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Messages - Vex2

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1
Came across a minor (not important nor game-breaking) bug. Shikome's seem to have a habit of turning into minor suns in about 1/5 battles.
Not sure if its a specific interaction/behavior that causes it, but if I notice I'll update the post. If this is already a known thing I apologize for bringing it up.

Secondly I was looking through the codex after my last batch of mod updating and came across the Eir, and I had a thought.
Have you ever considered giving it some sort of hullmod akin to the converted farm Paragon (Demeter?) from the Unknown Contact mod that would provide passive income?
Seems like something that would be fitting considering the ship's lore description.


2
Mods / Re: [0.9.1a] Dynamic Tariffs 1.0
« on: December 16, 2020, 10:01:25 AM »
Good idea for a mod and I'm honestly surprised its not been done before now I think about it.
I do agree with Tartiflette, but chances are most players will have their own idea on what makes a good value.

Will definitely be downloading this for next time the SS itch kicks in, will give a better incentive to finally try a trader run.

3
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: October 27, 2020, 09:41:42 AM »
Just going to drop a crash report that appears to be from this, for future reference if Vayra is on a break.
Spoiler
4456131 [Thread-4] INFO  data.scripts.hullmods.VayraGhostShip  - THE BILGE IS LEAKING! LEAKING CANNIBALS, THAT IS
4456132 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
4456147 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
4456324 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [RunningDark.ogg]
4456325 [Thread-10] INFO  sound.null  - Playing music with id [RunningDark.ogg]
4456613 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at data.scripts.campaign.intel.VayraGhostShipIntel.rollBattleResults(VayraGhostShipIntel.java:84)
   at data.scripts.campaign.intel.VayraGhostShipIntel.<init>(VayraGhostShipIntel.java:65)
   at data.scripts.hullmods.VayraGhostShip.doCannibalCampaignStuff(VayraGhostShip.java:1425)
   at data.scripts.hullmods.VayraGhostShip.advanceInCampaign(VayraGhostShip.java:416)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Looks like an event tried to fire but failed and crashed me? Wasn't doing anything special, had picked up some "legitimate salvage" with cannibals on it, mothballed while I finished exploring my way back to core to sell it. Had probably been about an in game month or more after I picked it up.
Only annoying in that I hadn't saved in about a half hour  :'(


One more bug report if you don't mind.

After capturing a pirate planet that was being raided by Kadur, "raider activity" condition remains there, indefinitely, even if the player has good relations with the Kadur.

In my case, Kadur also had planets in the same system.

This condition can be removed via console commands though.
I had a similar occurrence with Rust Belt raids from prv, they where raiding my system then I made peace with them, but the raid debuff persisted (and the ruster raid is a nasty debuff).
I just went and killed the station they where raiding from and it got rid of it, but since they had "stopped" raiding me because of the peace deal I had to track down the station the hard way.
So, not necessarily tied to this and maybe more of a quirk of how raids work.

4
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: July 16, 2020, 09:32:38 AM »
First, does break saves

Second, a question regarding the Legio

Do they have their own tuning for invasions and such?
Got a notification about a Legio invasion of "5 fleets" but figured my home system defense could swarm them.
When I eventually returned to my system they'd wiped out every patrol/detachment and I had to deal with almost 20 fully stacked death fleets to kick them off my planet.

Just curious if its a Legio thing, or if after so long theres still things from nex etc that still surprise me.

5
Had an interesting issue pop up with the military/interstellar relay building.

Initially built them on a couple of my planets and no issues, worked as intended.
Later upgraded the relay on my main military base of the system I occupied into an interstellar relay before wandering off around the sector.
When I came back to do some colony management discovered that the relay bonus was stacking off itself on my main fleet base resulting in over 1000% fleet power and 900%+ on the other colonies in the system with relays.

https://i.imgur.com/S6TGyj4.png
https://i.imgur.com/mOO8iLA.png


6
Mods / Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
« on: July 01, 2020, 12:18:07 PM »
Heh, anything can happens with mods.

True that. Was equally amusing, annoying and terrifying. Wondering why on earth the station was moving at 200su into my fleet.
I just dropped the mod off the ship, ended up winning the fight with only a couple of losses after that.

7
Mods / Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
« on: June 30, 2020, 04:52:58 PM »
Discovered an interesting interaction between the SAD Motherships/Stations and the Gravitic Anchor hullmod from prv Starworks mod.

The Station is treated like a strike craft and dragged towards the ship with the hullmod. While kind of amusing, having the incredibly powerful station dragged into the middle of your fleet, all guns blazing, gives messy and poor results. Also splats the poor Eagle I had the hullmod on.

8
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: June 29, 2020, 02:50:30 PM »

This will break saves


The bane of my life. And in my current save I found a Ristreza in the first 2 months that carried me to my faction founding, ah well, new beginnings.

Speaking of the Ristreza, maybe add some clarification on its main gun to say it generates ammo when the ship system is used? It does say the gun can only be fired while the system is in use, but nothing of its ammo and kind of implies its a 1 shot weapon.
No complaints of the actual ship though. Its a beaut, and frequently surprised me in how effective it could be. Certainly punches far harder than it looks at a glance.

9
Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 13, 2019, 04:36:27 AM »
Shouldn't compability with your mod be discussed with creator of that particular mod first?
That is a viewpoint I have never understood.
If I want to make my mod compatible with another, that's solely my perogative (unless it would require modifying their works), no?

1st, its a courtesy thing.
2nd, probably because certain mods have some things they like keeping unobtainable or exceptionally rare.
3rd, sometimes people just don't like folk doing things with their stuff, especially if they never asked.

10
Mods / Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
« on: September 09, 2019, 12:53:44 PM »
Suggestion.
Make sure mothership sections break off from the ship once destroyed.

Just had an infurating battle against one where both front armour segments remained attached to the ship after being "destroyed", effectively rendering the 2 forward gun sections invincible.
Its a tough enough ship to crack (assuming no OP mod ships) without jank *** like that happening.




11
1. Ships are a bit stronger than vanilla I would say. Comparable to Vanilla High tech.
Weapons I would say are comparable to midline tech, but with some extra utility. For example the Heavy Akers is a fast firing medium kinetic. Its DPS is comparable to a Heavy AC, with added EMP damage, but at a lower range.

2. I would say weaker than the big boy mod ships like Diable or DME, though maybe comparable once the roster is filled out a bit more and there are more weapon choices (fingers crossed)

3. In the few games I've played since they became a proper faction, they get it rough but can normally hold their own. Hard to tell because I'm normally off in the fringes not paying attention to the core.

tl:dr
Pretty well balanced to vanilla (imo)

12
Love the mod and ship designs, but with the current iteration it disables independent ship markets.
Any indipendent ship market (not black market) simply sold nothing at all.

Tested with a fresh download and no other mods bar the required, and also tested with all my normal mods bar this one.

Edit
Did some checking around in the files, seems you missed adding hull varients to the "known ships" for the independent faction that was causing the issue.
I added in what was set for the import hulls, though unsure if that fulfills the original intention, it does fix the indipendent ship markets.

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