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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 - Dark.Revenant

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16
Mods / [0.96a] Underworld 1.8.2
« on: October 30, 2023, 11:08:47 AM »
A few fixes, and various miscellaneous improvements.




Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.8.2:
- Gala Parade fleet has better loot but takes longer to respawn, especially if you kill it
- Palace always deploys and cannot retreat, like a station
- Cabal bar event can now occasionally generate Cabal contacts
  * Dice wagers depend on the importance of the contact
- New text for Cabal reputation level descriptions
- Cabal fleets spawn less often near player colonies at higher reputation levels
  * This is in addition to the behavior described in the 1.8.0 patch notes
- Cabal submarket no longer allows the player to sell items back to them
- Nexerelin Random Sector compatibility fix
- Slight performance optimization when Underworld weapons/ships are not present in a battle
- Slight performance improvement in campaign when using Cabal
- Palace music doesn't play in the menus erroneously
- IndEvo crash fix

17
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: October 12, 2023, 10:10:16 AM »
I get a crash when mousing over the excelsior in duel of the century that states hullmod concord_captain not found. The mission text also says the same. I tried disabling all my mods besides swp and it's dependencies and still crash.
Spoiler
180358 [Thread-3] WARN  com.fs.starfarer.title.Object.D  - Error loading mission preview
java.lang.RuntimeException: Hullmod concord_captain not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setVariant(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setVariant(Unknown Source)
   at com.fs.starfarer.title.Object.for.getPlayerFlagship(Unknown Source)
   at com.fs.starfarer.title.Object.D.setMission(Unknown Source)
   at com.fs.starfarer.title.Object.O0oO.notifyHotspotClicked(Unknown Source)
   at com.fs.starfarer.ui.ooOO.new.o00000(Unknown Source)
   at com.fs.starfarer.ui.ooOO.A.processInputImpl(Unknown Source)
   at com.fs.starfarer.title.Object.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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(Thread.java:750)
186404 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_main_menu.ogg]
186457 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
186459 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
186604 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod concord_captain not found!
java.lang.RuntimeException: Hullmod concord_captain not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$1.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o?0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.FleetGrid.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.title.Object.D.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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(Thread.java:750)
[close]

Delete your Starsector/saves/missions folder.

18
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: October 09, 2023, 09:13:58 PM »
Hey Dark,

First I just wanted to say that this is my absolute favorite mod for starsector and I appreciate all the hard work you and other mod makers do to add so much to the game.

I did have a question however.  Previously in .95 the Framebreaker with its insane speed boost and charge ability was my absolute favorite ship.  While I do not have any mod experience, is there anyway I could easily swap it back to that version rather than the new version with ammo feeder?

If this question is in bad taste please forgive me, I just miss my favorite ship and the playstyle that came with using it as my flagship.

Thanks,

Sure thing; plop this ship_data.csv into "Ship and Weapon Pack/data/hulls".

19
Suggestions / Re: What should the Historian ramble about?
« on: August 03, 2023, 10:22:03 AM »
How there are so many ruins outside the core

This but expanded.  I'd like to get an idea of the grandeur of the pre-collapse Persean Sector.  Vastness, population size, megastructures, society.

The present-day Sector is a fraction of what it was, but which fraction?  There's a big difference between being half of what you were, and being a tenth of what you were.

20
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: July 20, 2023, 10:58:26 PM »
Some more trebuchet feedback now that i'm taking them into really large battles,

Their suppression is amazing and provide this really natural team with my direct damage ships. My venture MK II's sit back and lob missiles from a distance that disrupt enemy formations and bring down shields allowing my shooty cruisers(eagles, apogees, dominators) to get stuck in. As soon as you take one of those teams down(run out of missiles or my ventures get separated) it falls flat on its face. As this combined arms team i can punch up against bigger fleets but it's risky because the ventures are sitting ducks and the brawlers will get overwhelmed without missile support. If they did less direct damage the missiles would be perfect as an area suppression weapon that are useless for finishing off ships.

I fought a risky fringe point battle against a heavy pirate fleet that made my missiles run dry after an initial slaughter it became a desperate battle. Ships with a quality PD ratio survived really well while the aggressive ships died in droves. The missiles killing fighters is also a nice double edged sword that made me stagger carriers after my missile load has been spent due to friendly fire issues.

I feel that the updated design Trebuchets sit in a good place.  A proper sustained area-suppression missile would be a worthwhile niche, but I think it would be somewhat inappropriate for such a missile to have 5k range.  Trebuchet, on the other hand, has a bold niche that offers an interesting gameplay dynamic: long range, low sustain, anti-everything.  I'm wary of any weapon that just invalidates a whole facet of the game, e.g. carriers.

21
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: July 17, 2023, 10:41:59 AM »
Trebs might need some rebalancing as they perform far better than every other large missile though thats more due to the anemic selection and the AI's preference for weak PD coverage haha. Currently fielding 6 venture MK II's with them and they'll alpha down half the enemy fleet with an opening volley due to the AI trying to flee into their allies and the area explosion being massive. It's definitely a trade off for high volume fire with limited endurance which honestly vanilla large missiles should already do but fail miserably at it.

Either reducing the ammo count down to MIRV levels or reducing their non EMP damage should be the sweet spot. I already had a few fights where they ran out of ammo and it fell to my other ships to pick up the slack. A huge alpha strike that would overload the enemy fleet requiring other weapons to finish them off would be a nice balance for their ability. It does feel rather cheap and the trebs overload and destroy everything before my other ships can get into range.

I was planning on Trebuchet changes, but this spurred me to try the following:

- Trebuchet LRM:
  * Fixed the damage to the target - the extra EMP arc wasn't doing non-EMP damage, now it does proper Energy damage like it's supposed to
  * Base damage and EMP increased to 1000/1500 from 900/900
  * Ammo halved to 15 from 30 (reminder: no regen)
  * Visual enhancement

With no hullmods or skills, this means it'll do 2000 shield damage on a hit and sustain fire for 66 seconds.  On a Gryphon, it'll sustain fire for roughly the same amount of time that the Gryphon has PPT (5 minutes, unless you have something that makes missiles fire faster).  On a Pegasus, it'll completely overwhelm the target but run out of ammo quickly.

22
Mods / [0.96a] Interstellar Imperium 2.6.2e
« on: July 10, 2023, 09:51:52 PM »
Why didn't you kill me when you had the chance?



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.2e:
- Fixed critical issue with Nexerelin integration

23
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: July 09, 2023, 11:53:55 AM »
Remnants are pretty brutal.  High-end Ordos are technically the most powerful thing to fight in vanilla right now.  SWP just gives them a couple ships (frankly, these are not upgrades; feel glad if you roll one of the SWP ships in their fleets) and access to the new SWP weapons.

24
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: July 07, 2023, 11:45:32 AM »
Nexerelin changes the default behavior for some reason

Huh, didnt realize that nexerlin did that. i like it. seeing s-modded enemy ships as nothing but difficulty without any possibility of reward is a little... gaff..
IBBs override Nex's behavior in this regard because I want the player to be able to pick their own s-mods for IBB ships, rather than being locked into whatever random ones I picked for the default variant.  Defeating each bounty earns a Story Point anyway, which helps with affording them.

Similar story with the Cabal fleets—I override the Nex behavior so that when you get the ships, you can pick your own s-mods for them.  The reason for this is that the main way to get Cabal ships is to salvage them from battle, and the biggest selling feature of those ships is a special hullmod that increases the s-mod limit; choosing interesting builds for them is why you'd want one in the first place.

25
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: July 06, 2023, 10:47:31 PM »
All ships, even unique ones I've encountered so far from IBB are getting their build-in s-mods removed when I salvage them after the fight. Is this normal since 0.96a?
S-mods are not recovered, in general.  Nexerelin changes the default behavior for some reason, but the IBBs override Nex's behavior.  This is intentional.

26
Mods / [0.96a] Interstellar Imperium 2.6.2d
« on: July 05, 2023, 11:13:16 PM »
Just kill me now.



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.2d:
- Fixed critical issue with Nexerelin integration

27
I seem to recall it, at one point, being a sort of "override".  Like if you have an in-a-nutshell description to use instead of the codex paragraphs, or if you really want multiple paragraphs (rather than just the first) to appear in the fleet tooltip.  I don't believe there is any way currently to replicate that behavior.

28
In the fleet screen, Venture's description is:

Quote
Tough, dependable and not overly expensive, Venture-class cruisers are usually purchased by private corporations for escort duty or refitted by small non-aligned worlds for system defense.

It should be:

Quote
Tough and dependable, the Venture is usually fitted with a good missile complement but lacks the sustained damage output needed to do well in prolonged engagements. A built-in mining drone bay provides additional defenses - a particularly good thing because the civilian-grade power generators make the shields easy to overwhelm.

29
Mods / [0.96a] Interstellar Imperium 2.6.2c
« on: July 01, 2023, 01:55:15 PM »
I should quit modding at this rate.  My numerous failed updates have cost the internet a combined ~500 GB of bandwidth.  That's around $60 at today's rates, which Atlassian and Google have to foot the bill for.



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.2c:
- Fixed support for player researching & building Stella Castellum via Ashes of the Domain
- Fixed crash under certain conditions after Byzantium is captured by another faction in Nexerelin

30
Mods / [0.96a] Interstellar Imperium 2.6.2b
« on: June 26, 2023, 09:50:17 PM »
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.2b:
- Fixed critical issue with Nexerelin integration

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