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Messages - Agalyon

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46
Mods / Re: [0.9.1a] ApproLight v0.8.1-RC1 (2020-1-6)
« on: January 06, 2020, 07:33:44 PM »
Hello, I noticed that the Respecter Tri-Beam doesn't seem to work as intended. It almost never releases arcs, and never while hitting a shield despite the description.

47
Just wanted to drop in and say that this is probably the coolest mod that has come out in a long time. I've been playing since the first mods were released, and I really love that you've made ships that are truly unique. Strange and perhaps unrealistic they may be, the ascetic and scripted sections are show stoppers. I've been hoping for something like the Quetzelcoatl a long time, and its great to see it alive and well. I actually think the Basilisk might actually be my favorite though, the tail is simple but perfect.

I haven't extensively tested everything very well, but there's a few things I'd like to bring up. The Snaggletooth and the Queen feel like they could use a bit of help. They're both extremely fragile, and don't really have enough to justify it imo. The queen in particular has devastatingly low hull, which I'm sure is the intention, but I think it probably needs nearly 360 shields that are maybe a bit tougher to do with that. Also I think the nest bomb could do with regenerating some ammo very slowly as a reward for actually keeping the Queen alive that long. I think the Snaggletooth's missiles could do a bit more damage or reload a bit faster as well.

The Basilisk tail impacts just a bit too hard, as lighter ships totally spin out of the control when hit, and only the heaviest of cruisers can typically maintain their position vaguely, if its only a glancing blow. Its easily able to spin an Onslaught several times off one hit. I've thought about this a lot, and I'm not sure how much of it is more about poor thruster control on ships rather than mass of the Basilisk, as it seems like faster cruisers fare better than capitals. That being said, its far too easy to get a ship spinning and keep it spinning forever. I think it should be somewhere in the range of a good hit knocking lighter cruisers 180 or more degrees around, heavier not quite as much, and knocking capitals face away from you. It would still be an amazing defensive tool for front loaded ships, but not comical like it is now. Also, the Basilisk AI tends to be unwilling to close in and USE the tail in most cases, preferring to launch the barbs for harassment and stay at a distance. Maybe if the barbs could be individually made into a strike weapon, so the AI would use the tail but HOLD the barbs until an opportune moment. I know a lot of that is extremely finicky, and I'm sure doing much about it beyond fiddling with numbers would be very difficult, but keep up the good work.

The Quetzalcoatl also tends to go one of two ways. Either the head gets quickly sniped and it dies fruitlessly, or it uses the ship system to devastating effect, mostly ending fights before they start. The ship system is a serious problem I think. Harpoons alone are able to overload the shields of most capitals, and this is not counting the sabots that are also in most loadouts. If the sabots land first, its usually an instakill. What I personally would really like to see is the head being much tougher, and the ship overall doing much less damage, or at least less burst. Typically its very hard to actually level its firepower against a single target because of the rapid movement, but that sort of fits into its role I think. Maybe the system could fire only a single missile from each rack (still for free) but keep a reasonably low cooldown. Part of me worries even that might still be too much, but its really hard to say without more testing. That aside, I think the segments are good. they tend to stay alive with the tightly packed narrow shields taking most of the damage, which I like. I would really like to see maybe an alternate version that relies only on weapons rather than missiles, maybe another custom bounty?

For these reasons, Terra also tends to completely wreck face in AI vs AI fleets. I THINK this is mostly the aforementioned missile storm, but the AI doesn't know what to do with Basilisks very well either. This is a minor complaint, I think its more of a symptom than a problem.

Lastly, this is seriously into the nitpicky area, but I think the front mount on the Quetzalcoatl should be concealed, or maybe back into the head some so it can have a meaner looking nose. Seeing the missile hardpoint is a huge let down any time its not covered by a weapon, especially compared to the tail segment which is great.

That all probably looks more negative than I intend it too, so I want to reiterate that I love this mod, and I wish there were more like it. Maybe one day you could have actual space monsters to beat the crap out of with Monsters and Basilisks. Either way, I eagerly await any updates you make!

48
Just wanted to drop in and say everything looks really cool so far. I really enjoy the feeling and atmosphere of promise, and im happy to see some more scripted and handmade quests that really feel unique, like your description of the second one is shaping it up to be.

49
Mods / Re: [0.9.1a] Better Colonies 1.3
« on: January 03, 2020, 12:03:11 PM »
I'm getting this crash on loading a save. I saw the notice about the faulty download, but redownloading didn't help. Have I missed something?

Code
84948 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.matchStationAndCommanderToCurrentIndustry(OrbitalStationGD.java:426)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.notifyDisrupted(OrbitalStationGD.java:602)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1587)
at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:150)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

EDIT 1.4 is crashing as well. Can this not be added to an existing save?

50
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: December 25, 2019, 05:13:44 AM »
For a command suggestion, is there anyway to refresh config files? Some settings like the number of bounties do not update without starting a new save, and updating settings without restarting would be very cool too. Also the above suggestion for a contains argument would be fantastic.

51
Mods / Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
« on: December 24, 2019, 10:10:21 AM »
I definitely think the new dmods need a config option to turn on and off. If theres an easy way to handle that by editing files I'd be happy to do it, but I'm not sure about others. Is there an easy way to disable them?

Also, it appears that custom permanent bounties are eating into my bounty pool and taking a slot, at least in my game. Any idea whats causing that?

52
About that: to my knowledge, no_drop only makes it so blueprints don't spawn in the wild corresponding with that ship - when no_drop is there, the only way to get the BPs is by raiding the market of a faction that knows it from the start. This is intentional for the rarest ships in the mod. It doesn't affect the spawn rate of ships in markets, but I've confirmed they do show up eventually. If you want the BPs to show up on research stations and the like, remove no_drop.

edit: Market spawning, however, is governed partly by default_ship_roles.json which also determines how often ships show up in fleets.

Whoops, well. Sorry for the bad info, that makes sense actually. I'll check my own and try to get it back lined out again.

Edit: Actually, how DO you get the N-0 to show up? If im understanding this file correctly, it already should. Is it just hideously rare? I actually have a Morpheus but I've never seen a zero.

53
Out of curiosity, what tag did you edit to get the 0-Series to show up?
mod/data/hulls/ship_data.csv, and delete "no_drop" from the AS column from what you want to show up.

54
Just had this happen, on version 2.4.1

java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.spawnFleet(VayraUniqueBountyIntel.java:455)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:127)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:318)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:298)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

55
Just wanted to drop in and say I've been playing with blackrock since it was first released and I'm beyond excited to have it back. I know you get harassed a lot for updates, but thank you for all the hard work. Seriously. On behalf of all the lurkers out there, its appreciated.

56
Mods / Re: [0.9a] Foundation Of Borken v0.2.4-RC3 (2019-1-19)
« on: January 18, 2019, 09:21:26 PM »
Thanks for the hard work on the update, I'm happy to have it back!

57
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
« on: January 06, 2019, 08:03:25 PM »
Im having some issues the Clade's retro drive system. Its moving the ship at very different speeds each time, and I can't figure out why. Sometimes it launches it so far I can back through my entire fleet, and sometimes it moves so little and so slowly It might actually be slower than just backing up. I'm really not sure whats causing this but I know its worked right some of the time, but im not sure how to expressly reproduce it.

58
Great christmas gift! Thanks, and keep up the good work.

59
Would this work in 0.8.1? It seems like it would from first glance.

60
General Discussion / Re: Conquest ship build/fleet Tips?
« on: December 25, 2018, 02:41:29 AM »
My two cents, I always pack on the biggest baddest weapons, but only on one side. I dont ignore the shield as some people have said, but rather use all that saved OP from only having weapons on one side to make it as fast and as heavily shielded as possible. Its probably the most fun Cap imo

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