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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Ruddygreat

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1
Hey apologies, I'm new to Starsector but love the game and adding lots of factions mods.

Can you add this faction mid-game? Is there a general rule I should follow?

with the exception of 1 faction (apex design collective), all factions (and most content mods in general) need a new game for all of their content to spawn

2
General Discussion / Re: Enemy ship qucik view
« on: Today at 06:39:06 AM »
Hi last time i played i remebmer there was  feature in combat to point your mouse at enemy ship press R and get this smal UI that tell you all of it weapons and state of its armor. But playing now on the newest patch for both core game and nexrelin i cannot find it. Was it removed for some reason?

nope, your "target ship / clear target" key must've been rebound somehow, check your keybinds
it's wierdly close to the bottom of the in-combat controls list so it's easy to miss

3
General Discussion / Re: Doritos Loot
« on: January 15, 2022, 04:22:19 PM »
afaik you only get the loot from the first 2 & they're set per-seed, so it's always the same (no cheesing or w/e)
though you do get more loot than you theoretically should from just 2 tesseracts

4
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 14, 2022, 01:39:53 PM »
I rather think that the range indicators reflect a base of 125 (what a bizarre mess).

The bug of PD Assault Conversion is that it nullifies the 200 unit range extension of the Elite Point Defense Skill.

yes, it stops the weapons from being pd so they lose the pd bonus
<removed unnecessarily snarky comment>

5
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 14, 2022, 05:48:06 AM »
EDIT: All ballistic weapons of my game (including vanilla ships) appear to have the range reduced by 200 or 100 and I do not see why, even without any mods. WTF? Aren't those circular range indicators spaced at 100 units?

nope, afaik they're evenly spaced out along the range of the weapon

and as for the rest of the stuff, you're just reading the desc of the rangefinder hullmod wrong - it only affects weapons in ballistic slots, not all ballistic weapons (so when you move the lag into the composite it loses the bonus and gose back to normal range)

here's a comparison w/ the ships and ranges roughly lined up (though that composite + RF does seem like a wierd outlier, the mount position doesn't seem like it changes that much)

LAG in ballistic + rangefinder, in ballistic + no rangefinder, in composite + rangefinder
[close]

6
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 13, 2022, 06:02:36 AM »
Hi, I noticed the newly added "PD Assault Conversion" doesnt actually work. I tested it with multiple ships, multiple weapons and multiple mods and even bare vanilla, any tips pointers or is it just a bug for RC6?

<DR's explanation>


The description says that it adds both 25% extra damage and 25% extra range, both of which I have been able to verify do not work for neither vanilla nor modded pd weapons.

I also tested some of the weapons and they do not function, my ships fly around and I can see the weapons ammo or energy go down but there is no particles, or no actual damage done to the test block.

just did a sanity check on my end (only mod enabled was SWP & it's reqs) - the hullmod definitely functions correctly with vanilla weapons
in the spoiler is a side by side comparison - left has PDAC and right doesn't

PDAC definitely works, that's a 25% damage increase
[close]

though I didn't check any modded weapons, there's no reason why it shouldn't work for them as well.
I guess you could try reinstalling the mod to see if it "fixes" it, but there's no reason why it should be broken in the first place.

as for the weapon problem - what weapons was it happening with on what ships?

7
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 12, 2022, 02:38:21 AM »
18499021 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.shipsystems.loa_shrapnelmine$1.handleMineDetonation(loa_shrapnelmine.java:200)
   at data.scripts.shipsystems.loa_shrapnelmine$1.advance(loa_shrapnelmine.java:187)
   at com.fs.starfarer.title.ooOO.for$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(Unknown 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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

First time i see eror by arkgenesis - but also first time i meet fleet with this big long rare battleship.

update your game, this was fixed in -rc6

8
Mods / Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
« on: January 11, 2022, 06:05:14 AM »
Hello, currently im playing lightly modified game and your rework over ships explosions(because each time someone dies game crashes)  caused conflict, so is there any way to tell me how to remove it?

update your game, that's graphicslib trying to call a method added in .95.1

9
General Discussion / Re: [REDACTED] weapons discussion
« on: January 10, 2022, 06:06:33 AM »
Antimatter SRM Launcher: Boy is this a fun missile weapon, pretty much a weaker AM blaster but used in missile slots and with regenerating ammo. Seems more suited for support ships and those who won't be in the face of enemies since firing just one a couple of times drives up your flux very quickly. You pay the same price in flux for damage so it might not perform the best on low tech ships who already struggle with flux. All in all very cool thingy, it's well balanced.

<...>

Shock Repeater: This one just looks cool even though I'm still not sure if it's worth taking over the regular Burst PD. Same OP cost with more sustain but less range. Seems to do fine but I'm probably biased because I like the look of lightning arcs.

Just focusing on these 2 because I broadly agree with you for the others

AMSRM - it's far and away the best missile weapon in the game imo, it's capable of putting out (with skills and emr) ~10k damage in >5s, i don't think there's a single vanilla ship that can take that amount of damage.
while the flux cost for that is admittedly high, pair it with a phase ship (with phase anchor for 6x ammo regen lul) and you can provide a basically constant stream of amb shots into a given enemy, phasing to vent soft flux / regen ammo / retreat to vent hard flux

Shock Repeater - It's the best energy anti-missile pd in the game because the arcing effect can flame out missiles and instantly disable (but not kill, autofire is prone to wasting shots on "dead" missiles) them, though it shares the same fate as all energy pd w/r/t struggling with swarms of missiles & fighters

I also agree that they favour high tech too heavily, I don't think i've ever gone out of my way to fight the doritos when i'm doing a low tech (or low tech-adjacent modded faction) run because i'd only use maybe one of the weapons i got from the fight
 

10
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 09, 2022, 04:19:50 PM »
Happy to see this get updated! The IBB adds so much to the game. Customer ships are life.  One thing with this update though.. how would I re-enable gunnery core AI hullmod? I really like that one.

it's been completely dropped from the mod due to vanilla changes (armoured weapon mounts got recoil reduction, ballistic mastery got +proj speed), there's no way to reenable it

11
Modding / Re: Game slowing to a crawl after large fights
« on: January 07, 2022, 04:36:27 PM »
Does anyone know why this happens to some people and not others? I've never had it happen and while I don't play with heavy mods, I do with like a dozen plus libraries at times. I don't use graphicslib except when I have to for a faction and in that case I switch its shaders etc off.

(quoting from memory of something DR said in discord)

iirc it only happens when you're running with glib shaders enabled because it loads so many extra sprites that the java 7 garbage collector kinda chokes and dies on them
you can temporarily stop the slowdown by using the "toggle shaders" hotkey in graphicslib, but it'll just come back when you turn them back on

12
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: January 07, 2022, 04:30:34 PM »
Wanned to confirm a thing in a advance since i am either too blind to find it in the topic or it wasnt asked yet, EVC hazard (previously catgirl virus) rip that meme
Spoiler
[close]
caused by this faction cannot be cured by any means?or there are plans for that later like yeah i can read the description and all,dark...dark and wasteful

there's a special building that can be built to mitigate (idk if it completely gets rid of it) the effects on affected planets, it might also need you to have good rep w/ vic (can't remember off the top of my head)

13
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: January 05, 2022, 05:30:33 PM »
How do people get the Caliph if varya sector is left in the dust for the time being.

vayra's sector has asn unofficial (but allowed by vayra) update in the unoficial discord

and magiclib now supports HVBs, look at unsanctioned bounty boards

14
Mods / Re: [0.95.1a] Apex Design Collective v1.0.2
« on: January 02, 2022, 03:05:45 PM »
I wish there was a way to see what ships had nozzles other than buying them
nozzles are part of the sprites!
a few aren't clear (the komodo & lacerta mainly) and some don't have them (carriers, civ ships & phase ships), but they're pretty easy to spot once you figure it out

15
General Discussion / Re: Best CH candidates and LPC's
« on: January 01, 2022, 07:02:23 PM »
anything with rugged construction is good, it halves the debuffs of CH (but limits you to drone LPCs, afaik only the explorarium drones can take CH & have RC), though idk if this is even intentional
as for the lpcs, you could probably stack dupport doctrine and derelict operation spam for flash spam of biblical proportions

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