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Topics - Cosmitz

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31
Bug Reports & Support / Regain CR exploit.
« on: October 12, 2013, 11:29:31 AM »
This is a limited exploit but one still. Setting a 'flagship' allows you to raise the max CR limit by 10%. Since stations allow you to gain that CR immediately, you can set yourself up as the captain on each ship, repairing after each switch, allowing you to leave station with CR to burn. Sure you'll lose CR per day but it's still exploitable to get one more use out of a ship in an attack, especially if the combat occurs near a station.

Oh, plus, it does give the - damage reduction bonuses and such, even autofire penalty if you do the trick just to get over 50% while you're over capacity fleetwise.

32
General Discussion / AI - Frontal shields with large arcs
« on: October 11, 2013, 04:38:25 AM »
After having my Tempests AI controlled with Frontal shields for a long time, i realised i was damaging them more than the enemy because they kept getting in my line of fire to 'straight' allign to shoot. If a ship has frontal shields, no matter if it covers over 250 degrees of the ship, the ship will line up front-faced at the enemy, even if the weapons mounts it have larger arcs. Switched them to omni and they're a lot more flexible now with how they move in battle.

33
Bug Reports & Support / Possible bug
« on: October 11, 2013, 01:31:24 AM »
I was flying my Conquest and got my engines knocked down.. Ok fine, they got repaired, this with Aug engines btw. Second time though.. over a minute and a half and no repair. Can the engines be permanently disabled? The battle eventually ended with my ships taking down the enemy astral, but my Conquest was still dead in the water. It eventually got into a nebula if it helps with anything, but in the end, the engines were offline over two minutes.

Also, "letting them go" says i do not get slowed down, but i do.

34
Modding / Cosmitz's Abandoned Star Trek Mod
« on: October 05, 2013, 01:04:11 PM »
Was surprised to see my abandoned Star Trek mod working with 0.6.1a, and felt it was a shame to leave it dead in the water. Putting it here for reuse of whatever you want by whoever. Four ships, one or two weapons. Just a test mission, scroll down, has all the ships there, refit and use whichever and testrun.

https://www.dropbox.com/s/t3ylcc5dfhxmc08/Star%20Trek%20Mod.7z?dl=0


35
General Discussion / Fighting Phase Ships
« on: September 29, 2013, 09:00:40 PM »
I don't recall them being this much of a pain.

Right now there's a TryTach fleet with a Doom, a Shade and an Afflictor and minus cheating and using a beam weapon and have it hovering over them so they keep in Phase indefinetly and out-flux them, i'm encountering a lot of problems taking them down. Above it all, they interfere with my normal autofire on the guns causing me to lose precious ammo on shots that will not hit anyway since they will phase back.

Right now i'm flying a Conquest with three Tempests for what it's worth.

36
Bug Reports & Support / Minor - Bought Shuttle Pod @ Askonia
« on: September 28, 2013, 08:09:41 PM »
Just putting it out there it's in the shipping list when i don't think it should be. Can be slightly abused to cap faster, being the fastest thing in the game at 300 speed, but can die to a random sneeze.

37
Suggestions / An amalgam of all my suggestions for 0.6a
« on: September 28, 2013, 06:48:30 PM »
- Delayed max CR decrease. Anything that modifies the max CR of a ship to take effect one day after only (or similar delayed action). Reasoning? Moving crew/flagship makes a potentially supply-hungry ship 'lose' max CR, which is ok, but it's not ok if you fix it ten seconds later and now you have to spend 80 supply to get that 2% you just had back. Say you just flip your char to a frigate for a pursuit fight and have to leave the Paragon back. Will be hard to explain this aswell, since there is a LOT happening behind the scenes with the CR. See next.

- On screen icons to show CR status modifiers. Hammer/grapes, normal maintenance, spanner, repairs, unevenly stacked boxes, cargo overfilled. When hovering over will show how much and why. Also show ship CR/hull status and how much it currently drains and for why. Clean up the bottom info panel since there is a lot of data in the icons now.

- Max out max overfill of cargo/crew. Say 25% more. Make it impossible to carry out a quadrillion tonnes of cargo with a frigate. Same for crew. Skeleton crew/Full complement/Extra Passengers. Cargo: Cargo capacity/Extended cargo capacity. Fuel: Fuel holds/Makeshift extra fuel pods.

- Remove the CR penalty for carrying extra loads, crew/fuel/cargo. Impose a -2 burn for all ships in the fleet for each overfilled resource to a minimum of 1 burn. Let's see how fun it will be now to run around with extra cargo.

- Stat display. Switch from "Total (+Bonus)" to "Base + Bonus" so 5 (+ 2) becomes 5 + 2 It always bugged me but i think with the new burn system it annoys me now more than ever.

- True Support ships or modules. Have either dedicated ships, ala Ox/Gantry or a hullmodule that raises max CR of a ship or provides a quicker CR gain. As it says on the box, currently we have very little to say or adjust in the matter of CR and just 'take it'. I'd love to fit a greatly supported tiny fleet that can fight a lot due to high CR and regenning CR fast, but with penalties to fleet size due to extra support ships, and/or reduced combat efficiency due to CR hullmods.

- A lot less ship deliveries in stations (have a campaign with 6 Paragons at try-tach, wut?) and a LOT more money for the ships that do make it, more boarding options, maybe even multiple events per battle. Less minmaxing and 'rushing' to the player's favorite ship makes for a better experience.

- Fast forward/speed up made a toggle or set up as a keybind (1/2/3) for 1x/2x/4x speed.

- Little tags or mentions on ships that are being tugged by Ox's. Eventually a little graphic on the zoomed in fleet in map view. That'd be cute.

That's it for the moment, will offer more when they come back to me. Writing these down at 5 AM was not ideal.

38
Bug Reports & Support / Corrupted save error
« on: September 20, 2013, 02:22:35 AM »
This happened after i exited the game. I'm fine running the game off the .bak backups but just figured to drop this here.

Spoiler
21343 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/JumpPoint/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/JumpPoint/orbit/starSystem/objects/lists/entry/list/CampaignFleet[5]/fleetView/shipViews/views/entry/FleetMember/fleetData/fleet/accidentManager
line number         : 46387
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.util.CollectionView
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[7]            : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[8]            : java.util.HashMap
class[9]            : com.fs.util.container.repo.ObjectRepository
class[10]           : com.fs.starfarer.campaign.StarSystem
class[11]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[12]           : com.fs.starfarer.campaign.JumpPoint
class[13]           : com.fs.starfarer.campaign.Hyperspace
class[14]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[15]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[16]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/JumpPoint/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/JumpPoint/orbit/starSystem/objects/lists/entry/list/CampaignFleet[5]/fleetView/shipViews/views/entry/FleetMember/fleetData/fleet/accidentManager
line number         : 46387
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.util.CollectionView
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[7]            : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[8]            : java.util.HashMap
class[9]            : com.fs.util.container.repo.ObjectRepository
class[10]           : com.fs.starfarer.campaign.StarSystem
class[11]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[12]           : com.fs.starfarer.campaign.JumpPoint
class[13]           : com.fs.starfarer.campaign.Hyperspace
class[14]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[15]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[16]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
[close]

To note, i had enabled the old All Vanilla Sim Opponents - Big Battle Edition 0.2, which never caused issues. Here's the save: http://s000.tinyupload.com/?file_id=90180963201304096449

39
General Discussion / Example why CR makes for fun gameplay.
« on: September 20, 2013, 02:10:08 AM »
So there i was. My frigate fleet led by my Oddysey had just finishing the second engagement in a row with pirates in Askonia when i realized another fleet's inertia was going to impact mine when i unpaused. I did. I got attacked, and disengagement didn't work out as i hoped even with my 7 burn. My Oddysey was out of commision due to CR, as were two other ships. All i had to defend with were two of my 'converted-for-AI' Tempests and a Wolf. Set the Wolf and a Tempest on fighters, a decision i would regret in hindsight, and transferred command to my former flagship, the AKS Armageddon, Tempest. The cut down for AI version had no extended shields, accelerated though, and Graviton Beams. Not what i used to fly with 270 degree shield and Phases.

Started distracting the bigger enemy ships, like Tarsuses, and a Mule but soon realized it won't be long. While most of my fleet would be fine, the Oddysey would not. I regrouped near it and thank the lord the Terminator drone does point defense aswell. The enemy had bombers and two fighter wings, and while my graviton beams managed to stray them off course enough, i still had to maneuver my little frigate and its shield to take the brunt of bombs and missiles. As the plating on the Oddysey started to buckle, each individual tiny missile ment a chunk of its hull down. The Tempest wasn't doing well either, now at half-hull, huddled at the engine of the Oddysey defending left and right with beams and shields what missiles i could. Had a little flashback back when i was flying in Freespace 2 and defending capships against missiles and how i thought it was easy enough. Not so much here. As each other ship in the fleet managed to succesfully retreat, my prized flagship was shifting between engine flameouts and spurts of overheated plasma pushing it slowly and painfully forward.

I was sighting of relief when i finally saw the Wolf return and the wave of succesful retreats continue but the good joy didn't last. Seconds later an offscreen fighter squad launched tiny missiles that in any other situation i'd discredit as just space fireworks. If i had a phase frigate i could phase under the Oddysey and come out the other side to meet them. If i had a properly fitted Tempest i could move around the ship with enough speed, maybe. None of those was applicable then as the final blows breached the flagship and the last thing i saw was a bright blue haze. Oddysey down, Tempest down.

Post OP situation: The other Tempest seemed to be dead aswell and the Wolf soon followed, overloaded by the sudden explosion. Support ships and two CR0'd combat ships manage to escape mostly, if bruised here and there. This would take some rebuilding.


Summing up.. All of this made possible by the CR mechanic and the new engagement changes. So GJ dev-team!

40
Suggestions / Tooltip delay
« on: December 18, 2012, 06:05:28 PM »
Insignificant minor point, but i hate that the tooptips for everything appear instantly. When i move my mouse around the station looking at items get three-four tooltips atleast during a swipe and it really bugs me. A 100ms delay or something along those lines would be enough before the tooltip appears.

41
Bug Reports & Support / Frontal/Omni hullmods working together?
« on: December 03, 2012, 07:30:49 PM »


Adding Frontal Shield Emmiter adds 100 more shield arc, twice faster setup and less upkeep. Add the Omni and you just loose 50% of the bonus. Don't know how it's added up, but i got an Omni shield that's much bigger and better than the 35 shield arc it started with.

42
General Discussion / 50% damage reduction on selfship
« on: December 01, 2012, 12:16:19 PM »
I've been playing with it on so far but i can't help but feel like i'm cheating sometimes, especially in 1vs1 hound battles, and given the fact i like smaller-scale battles, i usually end up feeling like i am abusing this option. So, what's the official word on it. Is it a tempfix for something else, will it dissapear in the final build?

How is the game supposed to be played in the dev-team's vision? :)

43
General Discussion / Why is the Apogee not set as a carrier?
« on: November 28, 2012, 09:11:32 AM »
I was looking for a sustainable singular carrier for my fleet that wasn't an Aurora but could hold a nice fighterload and the Apogee had a nice 20 slot hangar with a 360 shield which fit the bill beautifully for a cruiser. The Venture had 25 but i didn't think it was sustainable enough so i stuck with the Apogee.

After crushing through a few wings wondering why i wasn't getting the X returning to carrier for repairs.. i realized the Apogee was not counted as a carrier, even though the rest of the cruisers have 5-10, and it and the Venture are the only ones with 20/25, and the Venture is designated as a suitable carrier.


Is this ment to be this way?

44
Suggestions / AI Omen spammy EMP
« on: November 28, 2012, 07:36:08 AM »
As the title says the Omen is very spammy with the Emitter most of the time getting in point-blank range of serious firepower to fire it off. While i do appreciate its enthusiasm, i'd appreciate more the ability to survive the fight. The fact that it can't shoot while EMPing also makes it get out of the fight with 18 ammo out of 20 in its antimatter blasters.

45
General Discussion / Free discussion 54a: Missiles
« on: November 28, 2012, 01:35:47 AM »
I've been playing a lot of Starfarer these past months and i don't know if it's just me, but i find missiles to be near-useless compared to the other types of weapons. I can make a full energy or a full ballistic build, but i can't make a full missile build.

First problem is ammo. Even ballistics have enough ammo storage to engage multiple enemies before you have a problem with it running out. With missiles you mostly get enough for around two-three enemies, if you're conservative and don't make mistakes. And given how the enemies LOVE to raise shields at 95% flux right after you launch your Harpoon making it useless, ammo problems go even further.

Evasion. Given the AI's pro-skills in maneuvering ships, missiles, which can be avoided or atleast easily enough even by players with a tad of skill, end up missing more times than they hit if you want to use them as the actual homing devices that they are and not a ballistics counterpart like the Sabot. Let's not even go into Torpedoes which are plainly disappointing, and thats if you don't even count the 'nick of time' shield-up the AI does.

All around usability. Since i couldn't bare to play with missiles mostly this view comes from someone that faced down a lot of missiles and personally, minus startgame where that stray Harpoon can nick half your ship, i generally don't care at all for the huge amount of missiles flying at any particular time in a battle. Sure, i also play shield ships mostly, but i really should be fearing them more than i do currently. It just seems odd to care more about that one Heavy Blaster mounted on that one ship than a quarter of the whole armament of the enemy fleet. I only love Pilums since they drop like mad and cost 900 credits each if i'm not mistaken, making it sweet salvage, otherwise they just provide the background for the battle for me.

So, can we have a bit of a discussion on this topic, maybe i can be enlightened.

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