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Messages - Szasz

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31
Mods / Re: [0.95.1a] Unofficial New Game Plus 1.6.3 (2022/2/16)
« on: February 16, 2022, 01:55:30 PM »
Spoiler
29166 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.specialist.rules.UNGP_RulesManager.updateRollableMileston eRules(UNGP_RulesManager.java:223)
   at data.scripts.campaign.specialist.rules.UNGP_RulesManager.updateRulesCache(UNGP_RulesManager.java:146)
   at data.scripts.UNGP_modPlugin.onGameLoad(UNGP_modPlugin.java:40)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Y0000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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)
[close]
Let me guess. It is not save compatible. Where can I access the old version?

32
Mods / Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« on: February 16, 2022, 01:33:13 PM »
The combat rating system never worked well, in spite of my best efforts. People complained about it constantly. Anyone who wants to create and maintain a version of starship legends that includes a rating system is welcome to do so. I still like the idea of it, and I think it would be great if someone pulled it off better than I could.
People tend to complain about things that are not the exact problem of theirs.
Yes, I still remember my flagship getting a negative trait for legendary rank at 100% rating.
Was the existence of the combat rating system to blame? No, only some aspects of it.
I'll give this new version a chance, it could be good.
Thanks for your hard work that you put into perfecting the mod.

33
General Discussion / Re: High Scatter Amplifier builds
« on: February 13, 2022, 03:54:49 PM »
Yep, the Tempest build works and the reasons are logical. So far its tearing apart cruisers and AI is significantly better in my experience with this loadout. And I've given up on dorito ordos since basically only the most imbalanced stuff works there anyway.

To the rest of you: I don't understand your obsession with PD. The most dangerous projectiles Hell, all projectiles but two that can be shot down deal HE damage. HE already has a hard counter called shields. What am I missing? PD is counterproductive most of the time since its fire is drawn by random missiles or flares and beam speed is slow in Starsector, and the resultive constant retargeting significantly reduces anti-fighter capabilities which are often the bigger threat or outright the source of incoming missiles. Unless its named Dual Flak or Guardian I don't even consider equipping it anymore with one exception: small mounts sitting right on top of engines nozzles.

Addendum: Tempest has a new system in case anyone missed it.

34
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.0.1
« on: February 13, 2022, 05:06:45 AM »
Thanks, but necessary whitelisting is already done manually for now, I merely asked this out of foresight.

35
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.0.1
« on: February 13, 2022, 04:07:10 AM »
I really like that 360 omni shields can be visibly rotated, it's fun!
However the static mesh does not look good without ripples so right now Graphics Lib is pretty much mandatory.
Could you provide an option to enable the effects for every shield regardless of whitelist settings?

36
General Discussion / Re: High Scatter Amplifier builds
« on: February 13, 2022, 03:06:05 AM »
Took a little inspiration from Megas to overcome my initial disappointment on Graviton beams and might have found something viable.
Still need to find a lot of Tempests to spam them and maybe officers but it seems promising as it is nimble, flux neutral and a perceptible (tangible?) threat in a knife fight, something that projectile builds can't do due to incurring OP costs. What do you think? Missile can be probably whatever but anti-armor works nice.

[attachment deleted by admin]

37
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.0.1
« on: February 13, 2022, 02:25:41 AM »
Feature list
  • smoothly reskins shields with cool hexagons
  • two shading modes available (settings.json to change)
  • uses whitelist csv to replace shields based on hullstyle (won't affect modded hullstyle ships unless mod adds whitelist csv entry to its config, or user adds manually)
  • efficient renderer, virtually no performance impact on most systems (requires hardware supporting gl 3.3,  might even boost performance like FER mod, needs testing)
  • seamless 360 shields (unlike vanilla, shields are ruined forever)

note 1: jitter level can be adjusted (and disabled) by going to data/shaders/shield.frag and setting the jitter multiplier value to the desired amount
Few notes on these statements:
On default settings the edges of extended shields on this Falcon are very sharp (in a bad way) working against smoothness.
Jitter is intentional? I see constant flicker on the hexagons, aka the grid is changing position every few frames and its very uneasing. Changed some multiplier in shield.frag and hexagons are gone completely so technically it indeed eliminated jitter  ;D. What I'm saying is jitter should be more clear/fool-proof to change.
Option for blacklist behaviour would be appreciated.

[attachment deleted by admin]

38
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.0.1
« on: February 12, 2022, 02:04:29 AM »
Ah yes, don't stop! :P ::)
Was yearning for this for years.

39
Mods / Re: [0.95.1a] Neutrino Detector Mk.II, a false positive remover
« on: February 12, 2022, 01:57:42 AM »
Confused. Checked the code how you add the ability, seems solid so why is this happening?
Yes, the mod is activated.

edit: oh, shoot, it's on gameload, facepalm

[attachment deleted by admin]

40
Mods / Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« on: February 11, 2022, 11:44:57 PM »
•   To Sarissofoi, for refusing to play anything without a description
I understand you tried to remove this frigate in a previous version.
Regardless, the lack of descriptions are annoying here, at fighter weapons and maybe elsewhere (my playtime with your mode is about 5 minutes).

[attachment deleted by admin]

41
General Discussion / Re: Phase Anchor is absurdly overpowered.
« on: January 22, 2022, 01:17:08 AM »
I love 'this or that is OP' posts and they all turn out to be Omega weapon showcases. Realistically speaking how much of them can you acquire in a vanilla run? Can't recall a set of 4 AM missiles or a pair of large weapons like ever.

42
General Discussion / Re: Zig is ridiculous
« on: January 22, 2022, 12:45:09 AM »
I wonder if AI Zigg's hullmod will ever be available for players. Without it Ziggy feels extremely boring.
Tried that, piloting it for single battle was convincing enough to scrap it, it's beyond overpowered. Can't disagree with the boring part, though.

43
General Discussion / Re: Zig is ridiculous
« on: January 20, 2022, 01:17:22 AM »
Disappointment is subjective. You're trying to argue based on its potential to dish out damage against a low tech fleet which was never in question.

44
General Discussion / Re: High Scatter Amplifier builds
« on: January 20, 2022, 12:13:32 AM »
Except Harbingers do not need HSA for lances. That's the funny thing.

45
General Discussion / Re: Zig is ridiculous
« on: January 20, 2022, 12:06:24 AM »
Ziggurat can be taken down by a single Harbinger and I mean no offense but the player version is a disappointment.

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