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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Albreo

Pages: [1] 2 3 ... 12
1
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: March 10, 2024, 06:17:27 AM »
The SpawnFleet command doesn't work anymore?

2
@MegaMemeMan That doesn't look like a normal AO crash to me. Are you trying to start on a specific campaign? This mod campaign is unfinished. Also, some other mods that you install might conflict with this mod. In that case, Please refer to the front page.

Would it be possible for me to know the code to reduce the number of ships in a fleet in this mod. I am using Nex and the early game is a little rough without going straight to the crusier start as most starting pirate fleets usually have up to 7 frigates that will run down anything short of a combat crusier. Since this is just personal preference I don't want to ask for a whole update for just one change.

It's not recommended to immediately start a fight with a starter fleet. You should join other fights first to accumulate your fleet some more or fish in troubled water. Grab all the broken ships and slap whatever garbage weapons you have onto every slot. Even an unarmed shuttle start can go this way.

I'm assuming, NEX should be the one that controls fleet spawn. This mod only contributes by lowering the deployment cost of all ships. Adjusting and rebalancing those would be more of a pain.

3
Been enjoying this mod a lot, I love the amount of weapons each ship has. I was wondering if there are any faction mods that work well with this mod or have been made with this mod in mind or even any recommended factions with stronger ships in general that can contend with the combat balance XD

thx :D

There's no mod faction that officially supports AO right now.

First I wanna say this mod has been really interesting to play, haven't experienced a whole lot just yet but so far combat has been feeling more tentative than what I was used to and I think I like it.

Second I've got a question regarding flux venting; there seems to be fewer options to improve one's ability to vent flux, is this intentional? because I remember combining things such as a skill and ship mod to vent flux really fast, but now it seems there isn't a skill that affects flux venting anymore.

The skill that increases maximum flux vent has been moved to the last tier yellow tech. There's also some phase ship hull mod like the Phase Anchor that double phase ship flux vent.

Hello so I don’t know if this is supposed to happen but the adamantine consortium has a ludicrous amount of colony’s. They have captured just over 1/4 of the sector and it keeps getting worse and I am in no position to intervene. Is this a bug or are they just over powered right now?

The latest experimental build has some changes to the AD faction ships but that only affects actual combat and not the auto resolve. Perhaps, they just got lucky and their foes are occupied with each other. Has to wait for Morrokain to confirm this.

4
I have encountered a bug with Archean Order stations. I wanted to supply a rebellion on Obsidian Crucible and after I sneaked in with transponder off the text says: "You might be able to establish contact dissident elements within the order if you come in later with the transponder turned off." I tried to access the black market anyway but there is not even an option to see markets, only the colony info.

One possibility is that you were spotted before with a transponder on by one of their patrols. In this case, the game will not consider you to be sneaky enough and they will still recognize you even with your transponder off. You can read the text description in the upper left corner whether this is the case.

Another possibility is that there's really some oversight on the AO part and we will have to wait for Morrokain.

5
yea im talking about markets it just does not exist  :-\

From my second picture, you can see that there are 10 ships up for sale on 4 different planets but all of them are locked behind the military submarkets. A military submarket is a kind of market that require you to either receive a Commission from that faction or have an alliance with that faction to be able to buy from the submarket.



You will need +15 relations to be able to see what is inside the submarket.

6
Soo the justicar cruiser is missing from every AO base cant get it to spawn anywhere is it just me or has it happened to everbody

No, it is quite easy to find.


Or are you talking about markets?

7
Am i right in thinking that this mod will not work with Ship mods such as faction mods, due to the inability of changing said faction mods weapons, ships, fighters etc? in turn will not work means: (unbalanced, as this mod will have different ranges to those faction mods, and also fighters etc?)

Thanks

All of the above.

AO is a beef-up version of vanilla. Most low tech ships will have armor in thousands, HP in ten thousands. Weapon ranges tend to be a lot longer than normal plus fire support mechanics with super long ranges. Crafts also have a higher shield and armor but are more prone to damage from PD. Ship deployment cost has also been reduced somewhat across the board.

If you know how to edit the other mod file then you can change some of the stat yourself. As for which specific, I have no clue.

8
It would be best if you could provide a screencap of your mods page and also any screencaps of what went wrong so that we can have more clues to work with. Also, note that AO doesn't override the normal ship ID. If for example, you want to use a "findship" console command to look for Atlas. The vanilla ID is just atlas but for AO it will be archean_atlas.

9
I'm also wondering as well. I have been playing with AO and Nex since forever. Everything works as intended. It's likely that other mods override the AO file and cause this issue. So nothing on this end is likely to solve it.

10
Quote
Scythe Cannon would clash with the Hydra. Proximity mines is a good idea though. And maybe just boosted defenses?
An additional increase in defense would be nice. At the moment, its weapon is very poor and can't really do much against crafts or missiles which ruin its sole purpose. It's going to need some kind of AoE weapon. Clashing with Hydra won't be much of a problem I believe. Since they have very different ranges. Actually, giving it a new flare system would be ok as well. Mass flare deployment and something to deal with crafts.

Quote
On top of phase? I think that might be OP considering its replacement rate. Of course, that could be adjusted. The question I'd ask is: why does it need that? Or is it more of a flavor/uniqueness kind of thing.
That would be mainly for the uniqeness, I suppose, to balance the OP cost. Phase behaves like the armor counterpart, deflection shell, which has become quite common.

Quote
Hellcat is kind of OP and it's cheap.
Too much damage?
Firing too rapidly, I guess? It's very good in both anti-craft and anti-ship aspects.

Quote
Hmm. Well, they seem pretty balanced small-medium scale. Are they a problem large scale? I could see that. Just in general its a pretty difficult missile to balance. Its a fine line between "OP" and "worthless" as far as small LRMs go.
I put it on my Revenant and it's quite effective at the initial burst. Maybe, the massive flux dissipation did help a lot. Then just leave it as it is for the moment.

Quote
Blame Vampire Survivors haha
Lol, unbelievable. Such a simple and plain game makes so many people addicted.


11
Not super important but the Heavy PD Drone is so weak right now. It should at least has a Scythe cannon and maybe proximity mines as well.

What do you think about the Specter interceptor having a short-range teleport as a skill?

Hellcat is kind of OP and it's cheap.

Torpedo firing delay should be reduced somewhat. Low max ammo already hurt its DPS by a lot and I don't like Atropos large and medium to have different firing delays, lol, very painful to make it work properly.

Trebuchet missile is very spammy, half that max ammo.

AI officer currently has access to Vanilla Combat Endurance and Field Modulation. Combat Endurance is fine but Field Modulation is a poorer version of AO Shield Modulation. It also has extra phase ship buffs which the current Shield Modulation doesn't have.



Double shields

12


Unforgivable! Wait, how do I find them again I just want to know what another option does.

13
Quote
For Systems Expertise, however, the Safety Overrides unlock is pretty huge right? Just to make sure, you shouldn't be able to get that anywhere else. So if that's not the case that changes things since that is supposed to be its main elite perk.

For player character well yes that hull mod would be the main attraction. But when it comes to Officer piloting your ship the benefit is reduced to only one line which is a measly 30 seconds increase in peak performance and nothing more. Of course, no one would waste an elite point there.

14
I have some complaints about skills, especially the elite upgrade for officers. Currently, Reliability Engineering, System Expertise, and Polarized Armor are undesirable at the elite level.

For elite Reliability Engineering, I think, giving it an increase in fighter redeployment rate would be a good addition.

Polarized Armor could get 25% EMP resistance at the base skill and an additional 25% at the elite level. It's "based on current hard flux" could get a bit more explanation as well like range description on Ranged Specialization skill. Its base skill is also pretty useless to high-tech ships at the moment.

For System Expertise, I don't know. You should give it something worthwhile. Increase active flux vent rate? Flux capacity?

15
Crashed on save loading. Is it because I have the phase mastery skill?

Ah darn it I think I did the int conversion incorrectly when setting up the scaling. Try replacing the jar in the mod with this one and see if you can load the save. If so, I'll correct the main experimental release with a hotfix.

Nice, I got passed the loading screen. But when I pointed my mouse over Doom's tooltip, the game crashed once again.

Quote
110551 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.skills.ArcheusPhaseMastery$Level3.apply(ArcheusPhaseMastery.java:93)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToShip(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.setCaptain(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.OoOO.??O000(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.OoOO.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.OoOO.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$2.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.G.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.publicsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.X.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

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