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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Reshy

Pages: [1] 2 3 ... 77
1
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« on: February 05, 2025, 09:27:44 PM »
I want to say that they can, I know for certain the player can resolve shortages and I believe smuggler NPCs will also do so.

2
Mods / Re: [0.97a] AI Tweaks
« on: February 05, 2025, 06:17:26 PM »
A request if possible, but if the current target is heavily fluxed out and can't really raise their shield then wouldn't it make sense to have the AI no longer fire kinetic weapons as to not over flux yourself dealing the kinetic chip damage on armor?  There'd need to be caveats but I feel like that'd make low tech ships marginally better since their big problem is lack of flux dissipation so firing all their weapons all the time isn't feasible.

3
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« on: February 05, 2025, 03:37:11 AM »
BUG:  If the Panopticon Instance is Disrupted it doesn't properly enable the black market, this is notable for when there's a saturation bombardment:




This has a knock on effect of making the planets very easy to invade because their shortages will never get resolved.

4
Mods / Re: [0.97a] Ashes of The Domain
« on: February 03, 2025, 11:31:08 PM »
Anomalous error I got while plundering a research facility, didn't crash but interrupted the salvage screen:

Quote
9288203 [Thread-2] WARN  com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.PreCollapseFacLoot: Cannot invoke "com.fs.starfarer.api.campaign.SpecialItemSpecAPI.getId()" because the return value of "data.kaysaar.aotd.vok.campaign.econ.globalproduction.models.GPSpec.getItemSpecA PI()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SpecialItemSpecAPI.getId()" because the return value of "data.kaysaar.aotd.vok.campaign.econ.globalproduction.models.GPSpec.getItemSpecA PI()" is null
   at com.fs.starfarer.api.impl.campaign.rulecmd.PreCollapseFacLoot.genLoot(PreCollapseFacLoot.java:110) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.rulecmd.PreCollapseFacLoot.execute(PreCollapseFacLoot.java:77) ~[?:?]
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

5
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« on: February 03, 2025, 08:54:49 PM »
Something to consider but given that the Nova is a randomly encountered ship it should probably have the auto_rec tag on it since there's not much difference between it and the radiant from what it looks like besides it's multi-module (but we already have ships like that).

6
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: February 03, 2025, 01:45:19 AM »
I noticed that you don't actually need to research Autonomous AI Battlestations to construct them with Vaults of Knowledge installed, that may be worth looking into.  The other buildings unlock as expected, but that one is always available.

7
Mods / Re: [0.97a] Ashes of The Domain
« on: February 03, 2025, 01:34:21 AM »
My game is crashing after I resign my commision

582107 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.impl.campaign.intel.AoTDCommIntelPlugin.getCurrentRankData()" because the return value of "com.fs.starfarer.api.impl.campaign.intel.AoTDCommIntelPlugin.get()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.impl.campaign.intel.AoTDCommIntelPlugin.getCurrentRankData()" because the return value of "com.fs.starfarer.api.impl.campaign.intel.AoTDCommIntelPlugin.get()" is null
   at com.fs.starfarer.api.impl.campaign.intel.eventfactors.monthly.MonthlyObligation Factor.getProgress(MonthlyObligationFactor.java:36) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.intel.events.BaseEventIntel.getMonthlyProgre ss(BaseEventIntel.java:850) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.intel.events.BaseEventIntel.reportEconomyTic k(BaseEventIntel.java:867) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.intel.AoTDCommIntelPlugin.reportEconomyTick(AoTDCommIntelPlugin.java:144) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:119) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]
I should test this myself, I have noticed a couple bugs with the changes the commission system does.

8
Mods / Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« on: February 02, 2025, 08:47:46 PM »
You really should, just for fun, let the player slot in the Logistics Core into ships or administrator roles just to demonstrate how utterly terrible they are at anything but their use in the centralization bureau.

9
Mods / Re: [0.97a] Ashes of The Domain
« on: February 01, 2025, 10:17:52 PM »
BUG:  With how Question of Loyalty is setup your unable to assign a head of research, so there's an internal incompatibility with Question of Loyalty and Vaults of Knowledge.
UPDATE:  The event replayed for a second time and worked then, so the issue seems intermittent?  Not sure what caused the research lead to not be assigned properly.


BUG:  Research expeditions destroyed by other factions don't always mark the expedition as destroyed/failed.  The event itself seems very buggy:

Spoiler
The text of the event seems to disappear in most cases, this is what it looks like after a independent fleet intercepted and destroyed the luddic church's cleansing fleet.


Another example of a blank expedition result


The only example of an expedition being correctly marked as FAILED:



Most factions seem to get stuck on the "Returning" part of the expedition:
[close]

10
Modding / Re: [0.97a] Apex Design Collective v1.2.12
« on: February 01, 2025, 04:42:37 AM »
I wanted to ask, but what's the purpose of having omni slots on a ship with a major penalty to using a specific type of weapon in those slots?  It really undermines the ship design.

11
Mods / Re: [0.97a] AI Tweaks
« on: February 01, 2025, 01:52:31 AM »
This wasn't with the custom AI hullmod, just vanilla behavior it seems.  Larger ships will often try to chase smaller faster ones, often to the opposite side of the map.  Happens with player ships and it happens with enemy ships.  This also happens in major engagements where if two large ships are fighting and a small ship gets incidental damage enough to start backing off the capital will swap to shooting at it, which is fine up until it starts turning around to chase the ship that's now out of range while the other capital is now getting free access to the backside of the ship.

What you're describing is the expected vanilla behavior, as far as I understand. As Alex mentioned recently in one of his posts, "ignoring even a frigate is often a bad idea". And so the AI is not ignoring even a frigate.

Ships scattering around the map, chasing lone destroyers or frigates, should be mitigated to a certain degree by Fleet Cohesion. Do you have it enabled?

Target selection is at the core of ship AI and I don't plan on interfering with the vanilla algorithm. Instead, I focus on the Custom AI, which shouldn't behave as you describe above.

Tried the custom AI and it still does this sometimes:



There's likely some other factors involved like the high flux level, but the ship turned to prioritize the heavily damaged frigate and let it's engines get shot out by the much larger ship as well as not using it's maneuvering thrusters to get away but to get closer to try and confirm a kill on a frigate that's already super low and likely to die to incidental weapons fire.  It may also be partially caused by the AI getting confused with frontal shields, instead trying to turn the ship away from danger only to pivot to a direction where the shields won't cover.


Something to look into might be modulating when a ship starts backing off if they have a speed advantage over the enemy.  What usually gets the AI killed is moving too close past the ideal stand off distance for weapons and then only backing off at like 90% flux when it's far too late rather than 50-70%.

12
Is there a way to better integrate AA and the Cryosleeper mod (Dreams of the Past) so that colonies only grow above size 6 or 7 if they have a cryosleeper available?

13
Mods / Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« on: January 29, 2025, 11:29:04 PM »
I got a good example of the War Weariness system not functioning at all.  I'm commissioned with a faction and I'm exploring at the moment so none of my actions influence what's going on here, but in this case VIC and Gensoukyou declare war against my alliance (JYD/Auroran/Oculian) despite being too war weary to seek out new wars and despite having high disposition and non-hostility between the alliances.  This isn't due to an operative either, this just happened randomly, likely due to the "Predatory" flag that VIC has, and Gensoukyou has the "Helps Allies" trait so it also votes yes.  Neither of these factions should be able to initiate a war vote to begin with due to their war weariness mechanic, but the traits take higher priority than the war weariness which invalidates the mechanic entirely. 

Before:
Spoiler
[close]

After:
Spoiler
[close]

I feel like this is a pretty major bug that has yet to be fixed in Nexelin, and due to that basically everyone has Forever War because war weariness is overwritten by Traits and by Operative actions.  War Weariness really needs to be stronger as most factions end up with unbelievably high amounts of war weariness.  Most of the factions will very quickly rack up 6 digits of war weariness pretty consistently, and it's rare to find a faction that doesn't have 5 or more.

14
Mods / Re: [0.97a] Combat Chatter v1.14.2 (update 2024-09-28)
« on: January 29, 2025, 05:21:53 AM »
One thing I would like is a call out for when a ship's flux hits like 75% hard flux or something.  Getting info that the ship's hull has been damaged is often too late to do much to save the ship.

15
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: January 26, 2025, 11:20:57 PM »
Will say I do really like the [REDACTED] ships, they're all quirky and uncanny in a really fun way.  I also like their shadowing behavior, and I feel like that behavior could be adapted for other factions as well (like Tri-Tach shadowing you while you have the Ziggurat).

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