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

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Messages - some guy

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1
Mods / Re: [0.97a] More Combat Terrain Effects 1.3.2
« on: March 25, 2024, 08:36:49 AM »
enjoying this so far, cant wait till the debris feild effect is in... you mentioned getting a better effect. no clue if your open to sugestions, but thought i would throw one out if only to get yelled at. how far off the edge of possability would it be to have semi functional ships made of junk occasionally spawn in with the debris as a surprise... only to randomly explode after a bit.

2
Mods / Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
« on: July 16, 2023, 06:10:59 PM »
was reading this thread a bit and noticed you said you had no idea what to give new booze... no clue if this is even doable but why not have it be a semi proc gened recipie from a list of effects both good and bad... makes sense to me the main factions have the safeish recipies they refined whereas you dug up some old recipie that may or may not be just strieght up poison... side note noticed a hint that said i could go bankrupt by drinking tea? where can i find this magical recipe to enjoy impovertea?

3
General Discussion / Re: Colony Threat event
« on: July 13, 2023, 02:07:55 PM »
ramble ahead,
The system while functional feels lackluster to me. In its current state its way too dependent on the player turning colonies into nanny simulator, event progress feels like it should be reduced by your security system's ya know fleets and such as well as player interaction. That way we dont gotta stay in one system smashing pathers and pirates all day to roll a bar back... Speaking of which, the current system has no repreve. its just a looming potental death spiral from malus stacks... short of the back room deals there needs to be alternative ways to deal with the threats, with pirates i expect enough damage should make em back off for a while and re-group, re targeting the player after a time given they are (at least partly) profit motivated. Dont know about them but i wouldnt stick around an enterprise thats actively costing me manpower and money i would switch to a softer target to get stronger/recover then try again... The ludds however are a bit more tricky, they arnt operating on logic even partly like pirates they just wanna do damage. dealing with them long term feels like it should be a non combat solution, one person mentioned something along the lines of immagration controls and i like that it gives the way for the colonys to deal with the problem with minimal player involvement... but why not take it a step further? things like outright banning the luddic faith with a death penalty... of course this should cheese off both ludds and perhaps the indie's to a lesser degree but greatly reduce the ludd threat given pathers loose ties to the other ludds it makes sense thats how they smuggle themself onto a planet to me partly by pretending to be the harmless ludds. Alternatively if the player has an alpha core admin, why cant we ask them for help? they manage many people daily, perhaps they have acess to err behavior modification techniques... Of course this should bring its own problems like the pathers going from sabatoge to satbomb once they catch on that cell#122 now loves ai all of a sudden.. or drawing hedge or tri-tach intrest over how er complient your pops are... the reason i think we need a way to be able to cripple the pirates and pathers is because they are basicly zombies, they respawn infinitely and have no real counter and with this system they have a disparate impact due to their existence alone. one nice thing i think that could ballence it is they got to do something to make the meter raise that the player can stop somehow other then just existing... with a benifit/penalty of some sort depending on how its handled. sorry about the ramble i tend to type as i think.

4
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.1
« on: July 12, 2023, 03:44:09 PM »
all i can really say is thank you for this mod. even if its got issues like you hint at in the op its made of pure awesome. wanna make the salvage rig spray phase mines? now you can... this is the kinda fun i envisoned when i read the bulit in hullmod update back in the day and more!

5
Suggestions / Re: a way to mitigate or disable slipstreams
« on: January 02, 2022, 12:19:02 PM »
tried both of these both failed sorry

6
sorry about the late reply i fixed my issue by deleting nex and reinstaling guess something went wrong on umpack

7
Suggestions / a way to mitigate or disable slipstreams
« on: January 01, 2022, 05:03:19 PM »
as they are they tend to be rather annoying and require an eburn to deal with blowing me wildly off course without a prayer when they decide to show up had one appear on top of me too

8
stupid question how do i figure out which ship the vulture ai is trying to salvage that is causing a fatal null log below

Spoiler
2401897 [Thread-3] INFO  exerelin.campaign.fleets.VultureFleetAI  - Vulture Scavengers salvaging Derelict Ship
2401898 [Thread-3] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
2402126 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
   at exerelin.campaign.fleets.VultureFleetAI.shouldRecover(VultureFleetAI.java:301)
   at exerelin.campaign.fleets.VultureFleetAI.addStuffFromShip(VultureFleetAI.java:262)
   at exerelin.campaign.fleets.VultureFleetAI.performSalvage(VultureFleetAI.java:224)
   at exerelin.campaign.fleets.VultureFleetAI$1.run(VultureFleetAI.java:307)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(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(Unknown Source)
[close]

first time running into this after updating things rather new error mods used

Spoiler

adjustable_skill_thresholds - stormbringer951
armaa - shoi
raccoonarms/Arsenal Expansion - Inventor Raccoon
beyondthesector - Kentington
BSC/BigBeans Ship Compilation - BigBeans
HMI_brighton - King Alfonzo
lw_console - LazyWizard (to get the one bellow after beating up a mothership... and for when i screw around and experiment with stuff)
domain_mship_controllable/Control Domain Mothership - Biohazard041
forge_production - Ontheheavens
GrandColonies - SirHartley
HHE: Fighter Expansion - Adapted for 0.95 by Retry, Original author MrHoon
Hazard Mining Incorporated - King Alfonzo
High Tech Expansion - theDragn
Hullmod Barratry - Nextia
Industrial.Evolution - SirHartley
LTA - Yui
lw_lazylib - LazyWizard
Machina Void Shipyards - Unit9461
MagicLib - Modding Community: Dark.Revenant, LazyWizard, Nicke, Originem, Rubi, Schaf-Unschaf, Snrasha, Tartiflette, Wisp...
maintenence_rebalancers - Nextia (woops acidently left this one on after screwing around did not relise till after i saved and found some shineys...)
Missing Ships - Scarface,Nautilus81,Archaeon
Modern Carriers - Sutopia
Nexerelin - Histidine (original by Zaphide)
Old Hyperion - stormbringer951
Ore Refinery - Dazs
Practice Targets - Created by Tartiflette. Based on an idea from Foxer360
Starship Legends - Sundog
Stellar Networks - Jaghaimo
Stop Gap Measures - MajorTheRed
Supply Forging - Techpriest
Sylphon_RnD - Nia and Nicke (unofficial, was called a bootleg in thread)
Terraforming and Station Construction - boggled (old version jurry rigged to work i like the archology worlds too much to let em go...)
The Star Federation - Sleepyfish
UNSC - AppleMarineXX
Unusually Gullible Hullmods - Protonus and special credits to whoever discovered that armor-cell script
vayrashippack - Vayra
WhichMod - theDragn
Yunru's Unpack Blueprints - Yunru
ZZ Safety Override mod - no credits listed (yes its gross but man is it fun to smash things face in with a big ol brick at ramming speed)
ZZ_Modified Industry Requirements - no pollution - Fokka (i get enough problems from hegmony and tri trach sat bombing followed by geting raided by pirates and insane blue ai this is basicly asprin)
asteroid ship pack - Liam556 (sometimes you just wanna rock)
zz GraphicsLib - DarkRevenant

[close]

I Think thats every last one of them gonna try disabling vara ship pack and see if thats the issue will edit this if it was
here's hoping this dont ping a buncha people...

9
Suggestions / Re: Make Missile Autoforge Great Again
« on: September 14, 2021, 05:43:54 AM »
My complaint with Missile Autoforge is it was better to have no ship system (or flares) and a built-in hullmod than it is to have this.  I could not care less if the system is "boring" as long as it is powerful and effective, but the implementation is clunky and inelegant.  However, System Expertise interacts with the system.

With Systems Expertise in play, Missile Autoforge has a point instead of being streamlined into a hullmod or something.  It can have two charges.

Of course, System Expertise is one of the (three) skills that made Doom a godship.

i wasnt calling the system boring but rather what i was proposing... guess i need to work on my communication skills...again.

10
Suggestions / Re: Make Missile Autoforge Great Again
« on: September 14, 2021, 12:21:48 AM »
my thoughts on it is make it similar to the boss version just with a longer cool down diminishing returns like an increased cool down or less missiles and a supply cost of some sort boring yeah.

11
General Discussion / how do i disable the order a full retreat nag screen
« on: September 11, 2021, 07:13:53 PM »
it keeps popping up and is annoying

12
Suggestions / player useable automated ship hullmod
« on: September 03, 2021, 12:08:11 PM »
given the player can now *cough* legally use automated ships i was thinking why not let them acquire the means to automate ships not without some kinda issue of course could be very useful for logistics ships...and maybe make tri-t more annoying to salvage ships from.

13
General Discussion / Re: A Noob's Insight on: Ships!
« on: September 02, 2021, 03:45:21 PM »
sooo you left the derelict ships outta there thoughts on those i think they have a bit of potential but from my observations in game they seem to be very team based...and slow.

14
Suggestions / weaponize commodity stocks.
« on: August 23, 2021, 01:38:54 AM »
Had this thought in another topic, Why not allow the player and ai to use this as a cheap shot (for lack of a better word)? Be it dubious goods (deniable action) "oh so sorry that batch of lobster was bad we had no idea must have spoiled on way yes" to flat out harmful/sabatoged goods "oh man that sucks we had no idea the antimatter on the fuel was unstable it's a good thing it just blew a warehouse". The idea behind this is to allow more cloak and dagger and give smugglers a bit more use besides luddic nonsense (why not pirate nonsense? most their craft has shielded holds!) of course the factions would eventually catch on, and may randomly return the favor with dodgy goods (or perhaps in hegemony's case a stealth raid!). perhaps allow the player to do the smuggling them self for potential greater impact at the cost of that stocks value (lost regardless) huge relationship loss (but not enough to reliably cause flat out war by itself) and perhaps something special if enough of these end up on the black market, like maybe the damage gets spread out to other factions resulting in a mess...perhaps ai flavored mess if it was ai cores! (pirate:you sure this thing is safe? beta core's: kill all organics! player:((storypoint used)) yeah it's perfectly fine~ you'd have an attitude too if you were stuck in a small cell all day! besides they could be referring to vegetables.) the idea also of infecting the hegmony with rouge ai cores is funny too.

15
Suggestions / Re: Poop industry and Specialized planets.
« on: August 23, 2021, 01:11:43 AM »
guys hear me out here, "saturation bombardment" with this stuff causing toxic effects like pollution...and the idea of getting rich selling literal *** is hilarious huh had an ideer..

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