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Messages - Ranik

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1
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« on: December 03, 2018, 11:30:49 AM »
Well, IBB was just one of many things.  I'm actually *nearly* to the point where I could release without IBB support.  It has legitimately taken this long to get everything up to full 0.9 quality.

I'd say go for it. It's always easier to get a stop-gap release out with the ship/weapon content out and that way you can relieve pressure for the more difficult to redesign components. That way you have less people asking when it'll be ready and you can  think to yourself. It's partially out, that'll do for the time being...... not like I have an ulterior motive.......  ;D

2
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 20, 2018, 11:22:21 PM »
Yeah, I miss nebulae actually doing something in combat (even if their purpose was mostly to be avoided).

D-Mods are too prevalent in certain areas, dial them back. Entire pirate fleets are junk before you kill them let alone after. Normal ships are far more often than not badly crippled after one battle. Some markets the entire stock of ships is nothing but 3-4 D-Mod junk heaps. Combine that with 25% ship sell back value and you are pretty much forced to do only bounties for profit if you want to fight.
Couple of things:
- Don't recover ships to sell, it's not worth it. Only take the ones you want to use and disassemble the rest for resources.
- The major factions (except probably Luddic Church) should all have pristine or near-pristine ships available for sale. They follow the same rules for production quality as the player; Hegemony and League both have Orbital Works with pristine nanoforges, and Diktat has a corrupted nanoforge, so their ships are all good. Indies and Church are hosed, granted.

Thanks but I already knew all that. My point was pretty much.... "Isn't that a bit much?"

You never happen to find a decent ship after a battle?

Nobody has a refurbished ship yard at independent planets that isn't just a junk yard?

Ships sell for 25% of their original value even if they don't have d-mods?


I don't just randomly attack to salvage. But if I feel like I'm being FORCED to hunt bounties for profit then that just feels like the economic levers need some adjusting.

3
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 20, 2018, 10:46:10 PM »
Feedback for @Alex:

Recent design decisions in 0.81 and 0.9a have added a lot of great new features like Colonies but also made the game more of a chore at times. I sometimes feel like I'm playing a cost vs profit calculator rather than a game.

Reduce hyperspace storm frequency or density. It is already a resource / risk commitment to travel large distances in hyperspace. Losing potentially hundreds of supply and being jerked around by the new lightning boost system hurts more than it helps by making you lose control and potentially driving you straight into another storm section or forcing you to waste massive amounts of resources to go around. I had a few 100k Survey quests that weren't even worth it because fuel / supplies would cost just that or more to go to the corner of the map.

Nebula no longer reduces speed in battles. This has resulted in a loss of flavor. If anything Starsector needs more potential battle variety not less. Bring back the nebula effect, beef up asteroids if you are fighting in an asteroid field, make some new stuff whenever possible. Variety is needed badly.

Some systems have only one or two jump-points and they leave you right next to a star and it's Corona. The industry skills to reduce the effects should make diving for loot or probes near a star easier. Not a mandatory thing you need to use so you aren't forced to fly into a hazard in some sectors.

Certain sectors can have nothing at all, and other can be spammed with so many caches / probes it's a bit unusual. Not necessarily a bad thing, just oddly distributed if unintentional. (especially some sectors that seemed to have 5+ probes IIRC)

D-Mods are too prevalent in certain areas, dial them back. Entire pirate fleets are junk before you kill them let alone after. Normal ships are far more often than not badly crippled after one battle. Some markets the entire stock of ships is nothing but 3-4 D-Mod junk heaps. Combine that with 25% ship sell back value and you are pretty much forced to do only bounties for profit if you want to fight.

"Starting ships for the "faster start" options now have some fairly benign d-mods
Goal is to introduce player to the idea that d-mods are "ok"
And to make adding damaged ships to their fleet feel better
Starting Apogee does not have a d-mod"

 Here guys, if you take these skills all of these things you will encounter constantly won't suck quite as much.... If you are having to sugar coat a system, then maybe the system is not what people like or want to play. As of now, they are everywhere and you are forced to constantly discard things because they are too broken, not worth resale, not worth or too expensive to fix etc etc...


Oh and have weapon store stocks decreased somehow? Outfitting brand new ships is even harder lately without carrying your own supply.

4
Hmm is there any way to plug in the new industry skill and subskills to the mining system hazard rating?

5
Mods / Re: [0.8.1a] Nexerelin v0.8 "Figure Eight" (update 2017-06-05)
« on: June 05, 2017, 07:57:02 AM »
Well. Applying it to an existing save - no problems. Tried out to make a new game - crashes:

Spoiler
1086884 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocationDescription(BreadcrumbSpecial.java:212)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocatedString(BreadcrumbSpecial.java:120)
   at data.scripts.campaign.events.DS_PersonBountyEvent.getTokenReplacements(DS_PersonBountyEvent.java:318)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
   at data.scripts.campaign.events.DS_PersonBountyEvent.getHighlights(DS_PersonBountyEvent.java:272)
   at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
   at data.scripts.campaign.events.DS_PersonBountyEvent.startEvent(DS_PersonBountyEvent.java:591)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:120)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.oOO0.o00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Edit: Ah, and if anything tried to go with SCY.
Edit2: Works allright for vanilla factions. So this def. have to do something with ship choices for SCY (and perhaps other mod factions, checking) - as I remember this happened in the past. I do not remember the solution tho.
Edit3: No, just SCY (again. sorta. have I said I remember this happening like 0.7-0.7.2?)

Edit4. Solved partially.
/exerelinfactionconfig lacked on SCY.json (and dassault_mikoyan.json too, they however did not crash). After manual adding those from respect mods, and adding them into txt file there, game doesn't crashes.

There's still a problem with SCY however. And diable avionics too apparently... Their systems are MISSING. And that's something I don't know how to fix.
Spoiler
[close]

So, for now it looks like it's best to disable Nex for the beginning and apply it after creating the new game.

It appears to be anything by Tartiflette. Diable Avionics, ORA, SCY Nation.

As you said their systems don't spawn on new game creation.

6
Mods / Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
« on: May 09, 2017, 09:06:37 PM »
http://www.dumpt.com/img/links.php?file=jrsr1sqwfszox8mtntmx.jpgUsing the latest version, pigeon (d)'s still seem to be quite common. Maybe it's just me.

7
General Discussion / Re: .8 feedback thread
« on: May 09, 2017, 10:53:45 AM »
Taking a commission with a major faction early on helps to make fighting random, non-bounty battles a bit more profitable. Of course, taking a commission also has its downsides...

As for Skills, I know the intent was definitely to nerf Combat—the player and lvl 20 officers were so good that non-officer'ed ships were practically irrelevant.

The fighters set to engage causing the zero flux boost to not work is probably intentional as well—it'd make it far too easy for carriers to kite while their fighters whittled down their target. Of course, the Helmsmanship skill can allow carriers to keep the ZFB, so maybe look into getting that for your carrier officers?

As others have said Combat in general has been punished in this patch with the combination of high deployment costs, lack of salvage, and terrible recovered ship resale value, attaching a band aid to the wound by taking a commission does not rectify that. 

I understand the issue with 0.72a skills and they largely deserved a nerf, my issue is the utter lack of fleet wide skills in the skill trees that affect combat rather than campaign they have gone from overpowered to almost non-existent.

I assumed the flux flicker was a bug.


8
General Discussion / Re: .8 feedback thread
« on: May 09, 2017, 10:16:14 AM »
0.8a feedback.

Gameplay: Overall starting out is a massive grind as combat/trade is even less profitable since you seem to want to nerf anything profitable into the ground. The lack of discovering / exploiting trade routes that don't involve a temporary event, the stingy salvage and even stingier selling of (d) mod hulls to shipyards has made the game if anything more unpleasant to me.

Skills:
Industry skills are nearly mandatory to start out / turn a profit. Single D hull mods are nearly non existent without skills and mostly non existent with skills.
Technology/Leadership/Combat all lack fleet wide punch and are mediocre compared to 0.72a skills.

Combat: Ordering fighters to engage will constantly trickle flux and prevent the carrier from gaining zero flux speed bonus.

TL;DR: It feels like you tipped the scales too much in favor of the new salvage / survey / skill revamp and basic gameplay has become an uphill climb.

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