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Messages - Agalyon

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Bug report with boss spoilers:
I'm stuck with an absolutely unkillable Cataclysm. It has no health and no modules but won't die no matter I do. I tried "nuke" and "endcombat" console commands to no avail either. I had a similar issue with Safeguard but after it retreated once it died instantly upon being deployed again but unfortunately this isn't working with Cataclysm. I had no issue with Nova or Rampage. Is there anything I can do here? Thanks.

Modding / Re: [0.95.1a-RC6] Trophy s-mods [0.7.2]
« on: March 24, 2023, 12:00:49 PM »
Is there a way it can be configured so there is just the feature of enemy fleets having s-mods without keeping them on recovery or the restrictions on my own s-mods?

Having an issue where the Midline mining ships from Vayra's Sector are getting the Combat bonus of Efficiency Overhauls despite being civilian hulls. Unsure what's causing that.

I'm pretty sure they have to be set as civilian ships in the "ship_data.csv" file. You can change it yourself if you like, just add "CIVILIAN" on the "hints" column.

I've had a few odd things going on recently in my save. First I had the old bug with the battle not ending because of modules, in this case it was the bee shooters leaving behind what I assume is the module managing the bees. A quick nuke fixed it and strangely it didn't happen again.

Second I had some weirdness going on with the snakelike ships, pictured in this screenshot. The Ouroboros is pictured but it happens with the normal capital and the frigate as well.

As far as I could tell the hitboxes were all fine, it SEEMED purely visual but I'm not 100% sure. I think its because I updated to the new MagicLib 0.46 by Wispborne. No crashes or anything crazy. As always thanks for your hard work!

I've been having WAY too much fun with a Monjeau destroyer from Hazard Mining Incorporated with this mod (and others of course, but this one's a big one.)  I think I'm up to...eight S-mods now?  The thing is a beast.  Absolutely MULCHES domain derelicts and anything without shields, yet it still has real weaknesses and can only do so much work.  Solos fleets regularly.  Might be a bit OP.   ;D

Fun times.

Taking a ship you like and making it into a pet project is amazing. Combined with Better Deserved S-Mods you can get some real interesting synergy going on ships to support some pretty weird builds. Tricking out the shieldless ships from HMI is great, lately I've started to build out an Object 108 drone (also HMI) and see how it can do. Honestly though I'm a sucker for gimmicky stuff like the High Tech Expansion Peregrine too, ships like that respond really well to the extra investment. Its also a great way to make platforms that can use some certain angular weapons effectively too.

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c
« on: February 23, 2023, 10:13:06 PM »
I have a similar problem as well with a different reference, mine is

Ship hull spec [uaf_ai_lovela_default_D] not found!

EDIT: Its probably a save incompatibility actually. Also got a crash with

Ship hull spec [uaf_ai_lovela] not found!

Mods / Re: Machina Void Shipyards v. 0.59
« on: November 30, 2022, 08:42:00 PM »
Thanks for the super quick fix (even though I didn't get to it immediately.) Everything is working perfectly now.

Mods / Re: Machina Void Shipyards v. 0.59
« on: November 24, 2022, 08:54:44 PM »
Hey, I've noticed an issue with the Chrysostom (which has an amazing sprite by the way, it reminds me of a Thunderbolt from Battlezone.) Its ship system is massively lowering missile damage instead of increasing it. I think whats happening is missiles are doing 0.1x damage instead of 1.1x as listed on the tooltip.

I had a crash it looks like a few others had, with the only ArmA ship being the Aleste (S) frigate which I was not piloting at the time. Let me know if I can do anything else to help. Honestly I have no real proof that its even ArmA but searching the crash brought be here and it did happen after I picked up the Aleste. I'm running 2.1.3 as well.

11359197 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at Source)
at Source)
at$o.o00000(Unknown Source)
at Source)
at Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)

Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.8
« on: November 19, 2022, 02:12:30 PM »
Is it necessary to score on the "In search of the Ark" mission before starting a new game? Or are those changes dynamic.

Thanks for the bug fixes! I think you forgot to roll the version number in the download though.

[EDIT] I ran into the invisible fighter bug again (sort of.) When a fighter went to repair at a carrier it did the bug thing and started floating uncontrolled but only for a few seconds. It teleported to the carrier and worked correctly after that, so no real consequence. The original bug hasn't happened again for me though, great work!

Mods / Re: [0.95.1a] Better Deserved S-Mods 1.4
« on: March 09, 2022, 06:20:28 PM »
Thanks for the hard work on this mod! I was unsure about it at first but its become an instant classic for me. It really encourages using built in hullmods I wouldn't consider normally.

I have a few thoughts on the new update. I like most of the changes, especially Ballistic Rangefinder and ADF (though those are mostly free spaces since its a new effect.) The Accelerated Shield change feels a little less fitting but its still compelling. Extended shield also feels a little less interesting when it grants such a large amount of arc but nothing else, and the same with Insulated Engine. I think I personally prefer the former version of both even if they're numerically less powerful, though the old  may actually be situationally better than the new version. I'd have to test them a lot more.

Two things I really dislike however are the removal of recoil reduction on Advanced Turret Gyro and the Expanded Magazine ammo recovery change. I actually think the new version of ATG is good, but I really miss the recoil reduction. Maybe Armored Weapon Mounts could get 15% more recoil instead of the armor bonus? I still much prefer having some of the recoil reduction on ATG though, same with some repair speed on Insulated Engine. Just my two cents though.

The new ammo recovery on Magazines feels almost completely useless however. Activating it is practically impossible unless you're VERY fast and move directly away from combat after dumping ammo. The issue is that even with 100% more max ammo, most of the time any magazine weapons would get all their ammo back in the time it takes to move away regardless of the effect. Also I don't think the AI is capable of using it at all. I like the theory of kind of backing out to stock up but it doesn't seem practical without making the distance MUCH shorter. Maybe it could start when not firing for a few seconds? I'm not the AI could handle that either though.

Once again great work on the mod. Its got to be a nightmare trying to come up with interesting and balanced bonus effects for every hullmod in the game. I love that these changes allow for unique builds that wouldn't normally be appealing. I'm looking forward to any updates!

Hey, I've had a problem a few times now on v2.0(1) and while I can't tell for sure how to reproduce it I think I've mostly figured it out. Sometimes when I deploy Strikecraft style Arma ships (any of them that try to deploy from a carrier) they sort of launch out from the carrier but have no hitbox/model and can't be controlled. You can still try to pilot them and the AI shoots at them to no effect, but they just drift out of the map with no recourse.

I THINK this happens when you try to pilot (SWITCH to piloting it) a Strikecraft before it fully exists a carrier but I swear its happened on its own a few times, and a few times I've managed to switch with no issue. It crashed once (I don't have a log, sorry :() but its happened like 10 other times with no real consequence. Sorry I can't tell you anything more useful, I'll update if I figure anything else out. Thanks for the amazing mod once again, and I appreciate any help.

Thank you very much, thats exactly what I was interested in. I really appreciate the detailed explanation!

Loving the mod so far, I've used it for a while but haven't hit max level yet and I wanted to ask a question. I'm not super familiar with story points yet so this may be obvious and I just don't get it, but when you say "vanilla-like Story Point gain, even at level cap" does that mean its similar to having a vanilla level cap in exp cost to get a story point at max level when the required exp is much higher, like say 30 or 40?

My understanding is if the level cap (and thus the exp needed to level) is raised, then the cost to get story points at max level would also increase correct? Or have you made it so it isn't impacted by your changes to level cap with the mod?

Thanks for any help!

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