Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - AppleMarineXX

Pages: [1] 2 3 4
1
A quick patch to make it 0.96 compatible (I totally didn't just change the version number in the mod_info file and call it a day)
UNSC v0.4a - "Sustenance Update"



Patchnotes
Spoiler

Balance Changes:
  • Slight buff to Saber's armor to make it more survivable (as an 'elite' fighter).
  • Increased DP costs of Paris and Halberd, also reduced armor and flux of the Halberd.
  • Increased maneuverability of the Punic.
  • Slightly Increased rate of fire, weapon velocity, and turn speed, and reduce the per-shot damage of the Rampart.

[close]

2
I flew into the VRI system, fought a Station Battle alongside a VRI Orbital Station through the MoreMilitaryMissions mod, and when I left, I found the "Makeshift VRI Flux" hullmod applied to all my ships, even though I was already at max OP. I figured this was an aura that lingered when I stayed in the system, but upon leaving I still have the over-OP hullmod on my ships.

Is this normal?

3
Oh damn, those are some sweet looking sprites.

4
Mods / Re: [0.95a] BigBeans Ship Compilation + Optional Submods
« on: June 01, 2022, 11:37:04 PM »
Spoiler
Update!



Changelog:
BSC 0.1.95:

Additions: Added Threave, new low tech Battlecruiser.
Re-added Gallivanter as a high end explorer/support ecm ship.
Lockout re-rolled from a gunship destroyer into an Escort destroyer and changed to a more appropriate escort Civ DD sprite to match.
Robber has been re-rolled into a pirate frigate. Its new Sprite is a modified and repainted sprite originally by Mr Kamiguru.
Terringzean (LC) added.
Added Brawler (P) Skin.
Added Fennec (P) Skin.

Removals: Removed Hound (HT), Kite (HT) and Gremlin (HT). All of these were kinda pointless imo and for a couple of them other mods do them better.
Removed Preybird (B), was pointless.
Removed Bay and Haven and the Pirate variants. They were both kinda underwhelming and pretty low effort being based on unused sprites. Could never figure out a defined role for them.
Removed Nit Drone wing. An extremely early sprite/fighter I made. Crap and pointless.
Removed RG Legion, Onslaught and Champion. Hard decision to make but it's because Vayra Sector is dead as far as I know.
Rodeo removed, wasn't happy with it.
Removed Aghast and Herma (LG) until the new update drops and I can redo the skin to match the new Vanilla Lions Guard ships.
Removed Mutt and all variants. Was the first ship I implemented and wasn't really much different from Hound or Cerberus. Might return in some form if I can come up with a new sprite.
Removed Venture (P) as it is being added to Vanilla soon.
Removed Sincerity (P) as it was an underwhelming light corvette and I didn't see the point in it with Bay (P) and Haven (P) removed.

Sprite Changes: Terringzean has had some minor changes to its front.
Lockout given a fresh sprite to match its new role better.
Adventurer sprite has been updated, should look better now.
Preybird  got some sprite changes to introduce more colour variation to the sprite.
Roamer has had some sprite updates.
Aghast has been repainted a bit, new bridge and the plating and hull should be more consistent now.
Brave Minor Sprite changes and Brave (P) new paintjob.
Bitzer (P) minor sprite change for new mount.
Shalloch and Sorn got new engines. Sorn has a new bridge (Modified Medusa bridge)

Balance Changes:
Stern armour nerf cause it was too high for a DD.
Carynx to 8 burn from 7.
Robber middle missile slot arcs reduced.
Terringzean had two of its small weapon slots arcs increased.
Brigantine cost increase to 65k. Fixed a turret slot floating in space.
Starliner (P) has had its two front medium arcs adjusted and its 4 small composities changed to ballistics to stop the ship over-performing.
Bitzer (P) and Bitzer (LP) have been changed a bit to differentiate them from regular Bitzers.

BSC Drone Submod: Merlon sprite changed a little bit and should spawn less now.

BSC 0.1.95 is NOT compatible with any previous versions! Many ships were removed.

The Drone submod is compatible with previous versions of itself.

Download BSC: https://drive.google.com/file/d/1lf_MCmFQWC_kjYeDvFjhaqxMY76cc3BI/view?usp=sharing
Download Drone Submod: https://drive.google.com/file/d/1VxlUzoX9scaim8OpVhduxmlz3NKLOgqc/view?usp=sharing
[close]

OH GOOOOOD NOT THE BAY AND HAVEN, THEY WERE MY FAVORITE CARRIERS IN MY SALVAGE-ONLY RUNS. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

5
I've been getting this crash quite often, usually when a Gensoukyou fleet is in the same system fighting pirates or something. Something about the Hullmods being weird.

The error message:
Spoiler
606129 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.FantasyTraditionalMod.applyEffectsBeforeShipCreation(FantasyTraditionalMod.java:44)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4450)
   at com.fs.starfarer.campaign.ai.TacticalModule.pickEncounterOption(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.pickEncounterOption(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.pickEncounterOption(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.BattleAutoresolverPluginImpl.resolve(BattleAutoresolverPluginImpl.java:204)
   at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(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(Thread.java:748)
[close]

6
Modding / Re: [0.95.1a-RC6] Combat Multiplayer Project
« on: May 07, 2022, 10:30:06 PM »
Oh boy, I was just thinking about the feasibility of Star Control-like Super Melee the other day. Excited to hear that you're working on it!

7
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 10:55:20 AM »
Oho, that looks fun, as for my thoughts:

Pegasus: Despite 2 of the Large missiles facing backwards, I still feel like a 4 Hurricane loadout would be a bit imbalanced. I look forward to trying it out regardless!

DEM Missiles: Has there been any considerations on how the Beam missiles interact with unshielded ships like Hounds and the Vanguard? Before, they could kinda deal with missiles with their PD and flares, but if a single Sunder with a HIL can demolish a fleet of Hounds, just imagine how a few ships with DEM's would do, especially with their beyond-PD range and accuracy.

Sindrian Stuff: I get the lore reason behind it, but I kind of don't like the Lions Guard ships being worse than the generic counterparts. The XIV ships are mostly better across the board given their hullmod and improved flux stats, making them a nice treat to pick up.

The LG ships on the other hand, are stuck with a permanent D-mod and worse OP in exchange for the relatively useless Solar Shielding - I feel like there would be little reason for the player to go out of their way to grab a LG Eagle. Perhaps I'm too spoiled by the LG ships in mods, that usually are a step above the basic versions.

Ludd Stuff: I first bought this game after watching Sseth's video, and always thought the pathers would be ramming me with exceptionally explosive tanker ships like the space jihadis that they were. The wonderful Luddic Enchancement mod has this, but I wondered if there would ever be official integration of the Kamikaze Tanker ships.

Wonderful work as always, I eagerly await the next update!

8
Mods / Re: [0.95.1a] Starpocalypse 2.3.1 - more apocalyptic settings
« on: April 28, 2022, 02:03:49 PM »
I remember one of the earliest Starpocalypse builds entirely removed military ships and weapons from all markets, regardless of black markets, colony stability, etc - the only way to get them would be through friendly military markets.

Is it possible to bring that back as an optional setting? I enjoyed romping around the sector using only the pittances I could pick up from space debris.

Call it 'super-stingy markets' or something.

9
Mods / Re: [0.95.1] Yunru Core +
« on: March 21, 2022, 06:22:25 PM »
The, uh, Corkscrew class isn't much fun to play against. I'm not sure if you increased the weight on it for ship spawning, but a bunch of Sindrian fleets have 40% of their composition made up of them for some reason in my current playthrough. This, combined with the fact that they all seem to have the 6x Salamander Loadout makes it just a slog, with my entire fleet floating around with their engines knocked out, unable to close the distance to do anything.

10
Modding / Re: [0.95.1a] The Sunrider
« on: March 16, 2022, 09:12:21 AM »
Is the mod even working?
I've spent 3 hours flying back to back to the persean held markets and nothing new.
No descriptions on where or how to encounter or get a hint.
Is this an inside joke I'm missing or something?
Because even the description here says nothing about how to encounter it.

From the Discord mod announcement:

I got the mod, but I can't find a clue about the ship. What happened? - The NPC that triggers the mission can only appear about a cycle after the starting date of the game. If you activated the mod in an ongoing playthrough where that much time or more has passed, the quest can be started immediately

11
Modding / Re: [0.95.1a] The Sunrider
« on: March 15, 2022, 11:44:31 PM »
Huh, how'd you make it safe to add mid-save? I was under the impression that adding new objects (ships/weapons/music/etc) mid-save caused bad things to happen.

12
Modding / Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« on: March 10, 2022, 07:07:32 PM »
I'm loving the aesthetics of the mod - the portraits and ships are wonderful, the weapons are interesting, and the music makes me feel very comfy.

One issue though - for some reason my game crashes after talking to UAF characters. I'd be on Random-Sector Nex playthroughs and talk to the Admin on the Independant for the first time (while not being commissioned), and one of the dialogue options would spazz out with a NullPointerException. I'd then dodge out of the dialogue with "forcedismissdialog" with a console command. Then I went to talk to the Queen, selected one of the dialogue options (which gave like a blank response), and when I leave the planet I crash a few seconds later. I'm not sure what's the cause, though.

It's happened to me on like 3 separate runs already - I'd fly to the UAF system, talk around, then promptly crash. I remembered to save the log for one of them though:

Log:
Spoiler
3558549 [Thread-3] INFO  sound.public  - Cleaning up music with id [njol.ogg]
3558549 [Thread-3] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
3558559 [Thread-7] INFO  sound.public  - Cleaning up music with id [uaf_final_friendly_market_loop1.ogg]
3559038 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [uaf_final_friendly_market_loop1.ogg]
3559057 [Thread-9] INFO  sound.OooO  - Playing music with id [uaf_final_friendly_market_loop1.ogg]
3559733 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.advance(Unknown Source)
    at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.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(Thread.java:748)
[close]

I'll try to post a video of it spazzing out later.


EDIT: I haven't been able to replicate the crash state yet, but here's the sequence of events to the Null response when talking to Nia:
- 2. Try to Spark a Conversation with Nia
- 3. <Converse>
NullPointerException: Null

13
Mods / Re: [0.95.1a] Crew Replacer
« on: March 10, 2022, 06:56:32 PM »
Does this mod allow the replacement objects to be "better" than the default objects?

For example, could I make a custom Super-Soldier commodity that acts as 10 marines at once?

14
How long does it take for WingCom pilots to level up?  Been in battles non-stop and everyone's stuck at Level 1

If you want to grind out WingCom levels really quickly, just take a large fleet (and your fighter) and fly to a Star System with an active sector bounty for Pirates, intercept a pirate fleet, select "pursue" (since your fleet is big), then only use the fighter to pursue with. Do this to a few pirate fleets and they'll be leveled up in no time.

15
How do I land some of the strikecraft/cataphracts? I assume you're supposed to fire the "landing override" weapon, but only some of the things have them (like the Xyphos), whereas a bunch don't like the Valkazard. When I hit "U' on the ones without the landing override weapon, the mech just flies off to combat.

Pages: [1] 2 3 4