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Topics - Hiroyan495

Pages: [1]
1
General Discussion / Does "Ground Support Package" dilute XP?
« on: August 24, 2021, 05:22:42 AM »
Since marine experience is a thing for a while now, I was wondering...

...does using the ground support package in a raid dilute the XP by the total "force" of a raid or just by the amount of actual marines deployed?
Or to put it more simply: Will using ground support lower the XP gain for the marines I deploy?

2
Crash happens exactly after unpausing a loaded save file's running game.

Spoiler
"java.lang.RuntimeException: Attempting to modify multiple stats with the same source [battle_mod_flat]
    at com.fs.starfarer.campaign.fleet.MutableFleetStats.getMod(Unknown Source)
    at com.fs.starfarer.campaign.fleet.MutableFleetStats.addTemporaryModFlat(Unknown Source)
    at com.fs.starfarer.campaign.fleet.Battle.applyVisibilityMod(Unknown Source)
    at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source)
    at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
    at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.advance(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)"
[close]

Modlist (including Scarlet Devils and Space Jihad Modifications, which are my own mods and which I suspect might be the cause):

https://cdn.discordapp.com/attachments/619635013201428481/873565174991290418/unknown.png

Spoiler
{"enabledMods": [
  "anotherportraitpack",
  "arbuzwork",
  "ARC",
  "armaa",
  "astroidships",
  "BSC",
  "HMI_brighton",
  "clearCommands",
  "lw_console",
  "diableavionics",
  "XLU",
  "HHE",
  "FPE",
  "fluffships",
  "GrandColonies",
  "HMI",
  "HMI_SV",
  "IndEvo",
  "interestingportraitspack",
  "internalaffairs",
  "kadur_remnant",
  "kazeron",
  "keruvim_shipyards",
  "kingdomofterra",
  "lw_lazylib",
  "ArkLeg",
  "LTA",
  "luddenhance",
  "mag_protect",
  "mag_protect_soldier",
  "MagicLib",
  "Mayasuran Navy",
  "memeportraits",
  "missingships",
  "su_CarrierHullmod",
  "more_hullmods",
  "nexerelin",
  "kayse_phaseships",
  "OcuA",
  "ORA",
  "paraqueeght",
  "wisp_perseanchronicles",
  "prv",
  "PulseIndustry",
  "rotcesrats",
  "roider",
  "sanguinary_autonomist_defectors",
  "tahlan_scalartech",
  "scarlet_devils",
  "SCY",
  "shadow_ships",
  "space_jihad_modifications",
  "superweapons",
  "surveycorpssp",
  "tahlan",
  "Terraforming and Station Construction",
  "exalted",
  "star_federation",
  "TORCHSHIPS",
  "underworld",
  "US",
  "UGH",
  "vayrashippack",
  "vic",
  "shaderLib"
]}
[close]

Did some testing. Good news for me personally, is that my mod (hullmods that alter various ship stats etc.) is not the likely cause of this particular crash. Bad news is, I still don't known what the cause is.

Method: Since my game crashed earlier, when I tried to load a save (after I had rebooted the game), I attempted to recreate the bug with a fresh save. To do so, I made a new character, saved, went back to the main menu and loaded the save again. No crash, even after a minute of travelling through space, so completely unlike earlier. Then I did the same with a complete game reboot inbetween. Still, no issue.

It seems the crash is caused by something that happens throughout the game.

3
Bug with the enemy not deploying any ships if the recovery cost in supplies is <=1 still happening.
Could this be caused by the enemy AI deploying ships based on that value?

EDIT: Seems to be unrelated to the supply cost, reevaluating the situation myself, considering I have a lot of mods installed.
Sadly this has been an issue for me since 1.9.1 and I believe it must be some combination of mods I'm using.

4
General Discussion / Questions about settings.json
« on: July 14, 2020, 12:39:45 AM »
I've encountered various settings in settings.json, and thought "hey, maybe I should look through Google for 5 hours", which gave me about a 75% success rate at finding what I want to know.
Now for the other questions I couldn't answer, I'm making this post here.

Can someone explain the functions of the following settings to me?

Spoiler
stockpileShortageCostMult

baseFleetSelectionRadius

noDeployCRPercent
noDeployCrewPercent
[close]

Additionally, I would like to know whether tweaking the range of "accessibilityDistFromCOM" or having, in theory, a shitton of comm sniffers installed, could cause much lag at all?

5
Modding / Is there a way to disable hullmods for AI?
« on: July 12, 2020, 01:38:54 AM »
Is it possible to remove hullmods from the pool of those, that the A.I. can freely pick in their loadouts?

6
General Discussion / Enemy fleet using hullmods
« on: July 12, 2020, 01:24:25 AM »
It's a simple question really. How are enemy hullmods determined? Do they try to push as many hullmods in as they have available (from a pool of "unlocked" hullmods for given faction)?
Or do they strictly follow pre-made loadouts with some minimal variation?
Do they have an algorithm to choose smart?

The reason why this became a question for me, is because I did some experimenting with hullmod costs, meaning that even at let's say zero cost, enemies would not simply have *every* hullmod on their ships, yet they seem to have a bias for using things such as hardened subsystems etc.

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