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Topics - Reshy

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16
Bug Reports & Support / Null error in Uomoz Corvus
« on: June 01, 2013, 11:49:01 AM »
Quote
1647283 [Thread-6] INFO  com.fs.profiler.Profiler  - Setting mission                                                                           2      0.05s    100.00%
1647283 [Thread-6] INFO  com.fs.profiler.Profiler  -   Created preview                                                                         2      0.03s     63.46%
1647283 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating ORBAT widget                                                                   2      0.02s     28.85%
1647283 [Thread-6] INFO  com.fs.profiler.Profiler  -     Updating fleets                                                                       2      0.02s     28.85%
1647284 [Thread-6] INFO  com.fs.profiler.Profiler  -       Adding ships to fleet widget                                                        4      0.02s     28.85%
1647284 [Thread-6] INFO  com.fs.profiler.Profiler  -         Adding tooltip                                                                   20      0.01s     19.23%
1647284 [Thread-6] INFO  com.fs.profiler.Profiler  -         Adding member icon                                                               20      0.01s      9.62%
1647284 [Thread-6] INFO  com.fs.profiler.Profiler  -           Creating FMIcon                                                                20      0.00s      5.77%
1647285 [Thread-6] INFO  com.fs.profiler.Profiler  -           Other                                                                           -      0.00s      3.85%
1647285 [Thread-6] INFO  com.fs.profiler.Profiler  -           Sorting members                                                                20      0.00s      0.00%
1647285 [Thread-6] INFO  com.fs.profiler.Profiler  -         Setting icon params                                                              20      0.00s      0.00%
1647285 [Thread-6] INFO  com.fs.profiler.Profiler  -         Fetching button                                                                  20      0.00s      0.00%
1647285 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                             -      0.00s      0.00%
1647285 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                               -      0.00s      0.00%
1647285 [Thread-6] INFO  com.fs.profiler.Profiler  -     Other                                                                                 -      0.00s      0.00%
1647286 [Thread-6] INFO  com.fs.profiler.Profiler  -   Text & typer                                                                            2      0.00s      7.69%
1647286 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating objectives widget                                                              2      0.00s      0.00%
1647286 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating flagship                                                                       2      0.00s      0.00%
1647286 [Thread-6] INFO  com.fs.profiler.Profiler  -   Other                                                                                   -      0.00s      0.00%
1647289 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:57)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


I'm getting a Null error while playing the Uomoz Corvus mod with LazyLib installed.  No other modifications have been made and I can't tell exactly what the problem is but it occurs regardless of what I do in the campaign screen.  Likely it's a problem with one of the AI fleets running into each other.  I'd give the save file but mediafire keeps restarting at 99%.  I don't know if it's an error with the mod itself or if it's a problem with the game's way of handling things that's causing the error.


Mediafire finally worked, here is the Save:  http://www.mediafire.com/?i92b4py61c0e2cl

17
Suggestions / Surrendering Mechanics
« on: May 31, 2013, 05:17:18 PM »
Right now there's only things about fighting it out to escape a larger fleet.  But eventually the 'Open Commlink' button is supposed to do something so why not have one of the options for fighting a larger fleet to offer the option to surrender rather than risk your fleet's destruction?  (Or fighting smaller fleets can be given the option to surrender)



When you surrender there's several options, you can do so willingly in full compliance (Boosts relationship slightly), Bribe (No change, but the specific fleet will ignore you for an in-game month), Escape, or exploit it to harm or escape from the enemy fleet (greatly decreases relationship).  When you surrender willingly the enemy fleet turns neutral for a few days after the encounter.  If you're hated so much by that faction nothing but annihilation or total surrender will be possible.


Surrendering can have many effects which will be based off how much they hate you and the faction's preferences in dealing with criminals and prisoners.


Lawful:

Confiscation of all contraband (unattached weapons) in inventory.

Confiscation of all Large weapons attached to ships in your fleet (Medium if there are no large weapons in your fleet).

Confiscation of all non-PD weapons on one or more of your ships.

Impoundment of one or more ships, these ships can be reclaimed after paying a fee.

Fines.

Prisoners made of some of your crew (usually Marines) that can be released on Bond for a fee (Considerably less than getting new ones).

A warning not to intrude in the area.

You personally are taken prisoner (Instant loss of all assets except experience, money and your flagship (Which will be given a skeleton crew of Green crew), game world jumps several years and all stations restock accordingly)



Criminal:

One or more of your ships are destroyed or stolen.

One or more of your ships are damaged and have all weapons/mods removed.

Prisoners are made of your crew and they cannot be regained.

Loss of liquid assets in bribe (Can be money, fuel, supplies, weapons, or a combination thereof)

Random ships are damaged by random amounts, but not enough to destroy the ship.

All ships in the fleet have some of their weapons removed at random.

One or more ships in your fleet are given 'downgraded' weapons from what was originally installed while the others are lost.

18
Bug Reports & Support / Random White Screens in Uomoz's Corvus
« on: May 30, 2013, 06:20:41 PM »
Randomly when playing Uomoz's Corvus the backgrounds will turn completely white for no apparent reason.  This only seems to happen in the mod but it occurs frequently even though the usage is low.  If this can't be fixed would it be possible to make the 'error' background black instead of white?

19



As you can see the Enforcer has 'Intercept' tagged on it, but the ship's 'intended movement' is pointed towards the bomber wing and that's what it's trying to attack.  Utterly ignoring the order to attack the enforcer.


Furthermore, against ships like the Tempest with it's Phase Drone ships often target the drone instead of the frigate ending up in situations where the Tempest can simply shoot them in the rear with no retribution.

20
Okay just some issues I noticed recently.  When a ship is out ranged by a slow firing weapon on a ship it doesn't make use of the weapon's cooldown to vent flux or at least drop shields.  Furthermore they also don't pursue them at full speed, acting like they're trying to kite a ship that out ranges them.  I know shipsare supposed to focus on survival but they are afraid of weapons that are on cool down or weak weapons like kinetics against their near full durability armor.  The AI needs to take some hits.


I noticed this mostly with a Paragon that's equipped with shorter ranged weapons like the Autopulse.  It will play so defensively that it won't stay within range properly, and it won't vent as well as it should when it's fighting something longer ranged than it (in this case an onslaught).  There's also some other issues such as fighting only with the front-most weapons and failing to get in range with the other weapons.



Side Issue:  When you destroy an enemy ship the AI automatically lowers shields when it's destroyed, even if there are still projectiles flying towards it.  Leading to unnecessary damage.

Second side issue:  When a beam is within range of a ship's shields but not it's hull it'll still fire even if the shields are down wasting energy.

Third issue:  When Pilums are fired at a ship from far away the ship will shield from them over the ship right next to them shooting them up.  Occured with a Paragon fighting a Dominator and a Condor firing Pilums.

Fourth Issue:  Large cumbersome ships that move slow and turn slow will attempt to turn around to shoot at much faster ships like frigates even if there's a larger ship pelting it because it turned it's back on it.

21
Suggestions / EMP Idea
« on: May 11, 2013, 02:20:58 PM »
Just an idea but I keep thinking how EMP is kind of the scrappy mechanic that kind of doesn't have a true home.  They're just added to otherwise functional but slightly weaker weapons to make them slightly more powerful.  My idea is that EMP will instead deal it's damage in HARD FLUX meaning it's much more versatile.



That means letting a ship hit you often enough can cause your ship to overload.  However if the ship is already overloading or venting it cannot have additional flux added to it.  Furthermore the flux added would be affected by the reinforced vents hull mod that decreases EMP damage as the flux dealt is determined by EMP dealt.  Hitting shields however has the regular effect of dealing little to no damage.

22
Suggestions / Lack of Shieldless AI
« on: May 11, 2013, 02:15:51 PM »
One thing I noticed when playing Starfarer is that the AI treats Shieldless and Phase ships the same as shielded ships which causes a lot of the performance issues.  The AI always plays it safe, trying to rely on a shield that isn't there instead of being in your face and doing as much damage as possible.  So I suggest some AI variants.


Shieldless AI:  An AI specifically for ships that lack any means of defense other than armor.  These ships do not retreat at high flux levels as there is no danger of overloading due to the lack of hard flux build up.  They focus on trying to get all of their guns in range and don't really care how much flux the weapons generate because they can't overload.  Furthermore the AI will not pull back to vent, rather they will vent up close to maintain the pressure.  The AI also tries to keep facing the enemy even when armor is broken because pulling away means they'll likely never have another chance.  However the ships with this will not get close enough to be damaged by an explosion if they can help it.

Note:  If a Shieldless AI ship has mostly long ranged weapons it'll try to kite instead. 



Phase AI:  An AI with a phase shield rather than the standard shield will instead attack in a 'wave' pattern.  It will cloak when moving towards a target and decloak just long enough to fire all weapons within range.  After that it pulls out of the range of the other ship (if possible) to vent.  Since Phase Ships are always generating Flux they always vent as often as possible, the second they get out of range they vent.  If they're in a situation where they'll overload they'll vent instead. 

23
Suggestions / Higher Capacity shouldn't increase venting
« on: January 15, 2013, 02:58:15 PM »
This may have been changed since I last played



One thing I noticed about adding capacitors is that it adds to how long it takes to vent a ship's flux.  This means that adding capacitors actually weakens a ship if it's prone to venting/overloading a lot because it makes the ship take that much longer to return to combat.  I'd like to see that adding capacitors doesn't increase the time to vent for a ship.  That will make capacitors a bit more valuable.


As a side suggestion, I'd like to see that each Capacitor adds 250 capacity rather than 200.  This will also make them a bit more valuable when combined with the above effect.

24
Suggestions / Escape Pods
« on: December 23, 2012, 03:12:47 PM »
Escape Pods, life rafts for ships of the interstellar sort.  Most ships come equipped with escape pods which are to be used in event that the ship suffers catastrophic damage and needs to be evacuated before it suffers complete destruction.  When the order is given for a specific ship to be evacuated all pilots and crew are shuttled towards the nearest pod and jettisoned.  When the pods are jettisoned they activate their thrusters and maneuver towards the nearest edge of the combat zone that lacks a notable enemy presence.  If they escape successfully that crew 'survives' the battle, if a pod is destroyed the crew inside the pod are lost.  Escape pods are durable but still pretty fragile in the greater scheme of things possessing thick armor and meager life support systems they can't take much damage.  When a ship is Evacuated it is considered to be 'Abandoned' and becomes neutral thus becoming ignored by AI ships.  Ships that are abandoned are awarded to the winner in the engagement assuming the abandoned ship survives without being destroyed or disabled.  Larger ships have larger more well armored escape pods, but they also carry more crew to be lost all at once.  The durability and total number of crew per pod depends on a ship's class and crew size.  For modding purposes it's dynamic and scales upward.


Fighters also come with their own version of Escape pods, but they operate differently compared to others.  First off they activate upon a fighter's destruction.  The pods then go to the nearest ship with a flight deck that doesn't have an enemy between the pod and the carrier.  If any of the pods make it to the carrier, the whole fighter wing can be repaired.  However if no fighters remain of that squad it takes considerably longer to repair.


Ships that have no escape pods must be given the 'No_Pods' Attribute in the .ship files.

25
Suggestions / Tachyon Lance Discussion
« on: December 19, 2012, 03:59:01 PM »
At request from Gothars I'll be opening a thread about the Tachyon Lances.


Originally the lances were incredibly long ranged beams that did huge amounts of damage to anything it hit.  But two nerfs weakened it heavily.  First was the change that made EMP deal no damage to shielding.  The second was that it had it's damage and range halved and it's EMP doubled.  Now, EMP while useful is still utility damage and can't make up for a halving of the weapon's actual damage output.  There's also the problems that the lance is usually fired at a single location and therefore the EMP is not 'Spread' around in such a way to disable many weapons.  There used to be a problem with ships turning after firing, but that stopped being an issue for the most part.


Now, when the Lance was nerfed a few things weren't changed to compensate for them.  One was that the Flux generated wasn't changed so it has gone from being inefficient to being a waste.  In addition it's incredibly costly in terms of OP despite it's huge nerf to it's combat viability.  Perosnally, with all these nerfs to the lance I do think that it should be buffed in some way because simply cutting a weapon's damage in half doesn't cut it's effectiveness in half, but usually it cuts it a whole lot more.  It's like changing a shield's blocking efficiency from 30% to 60%, it's a change of only .3 but that .3 is 333.33% total shield health versus 166.77% of the .6  This is a pretty big number despite it looking fairly miniscule.

26
Suggestions / Perfect Play AI
« on: December 19, 2012, 01:47:12 PM »
I'm just wondering Alex, but could you try making an AI that plays perfectly instead of trying to mimic human reaction times?  I want to be able to test how hard the computer really can get.

27
Suggestions / Proper Scroll Bar
« on: December 18, 2012, 04:40:27 PM »
I don't know why Alex doesn't have this in but there needs to be a drag and drop scroll bar in the game.  There's several reasons, if you have no scroll bar you cannot navigate through many of the menus, and for me specifically I have 8 mods and it takes forever to scroll through all the ships in the edit variables system.

28
Suggestions / Modding Request: Custom Station Graphics
« on: December 17, 2012, 09:54:26 AM »
Not a huge thing but wouldn't it be nice to be able to use something other than the default station for Mods?  I don't see why it can't be done unless I'm overlooking something really drastic here.

29
Suggestions / Idea to make Beam Weapons more useful.
« on: December 16, 2012, 03:08:47 PM »
Just an idea but I noticed that many times beam weapons are kinda weak overall, so one idea I had in mind was making it so that Beam weapons always deal 100% damage to shields, regardless of the ship's damage resistance.

30
Suggestions / Modding: Built-In Hull Mods
« on: December 15, 2012, 04:44:02 PM »
Just a suggestion, but it'd be ncie for modding purposes if you could designate hull mods to be 'Built In' so that they cannot be removed and their effect is always present.  Helps with custom mods if you want a ship with more stats such as health regeneration or range bonus without either risking a permanent loss of the mod or allowing the player to equip it.

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