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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - xZarif

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Mods / Re: [0.96a-RC10] Dynamic Tariffs 2.0
« on: January 27, 2024, 08:12:19 AM »
Does it take time in-game for updates to the config to work? I added modded markets to the whitelist but in my current save they're still 30%, but when I start a new game the modded market is only 8%. Commissioned on both tests.

Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: January 26, 2024, 08:56:19 PM »

The Realistic Combat damage model ignores damage modification skills and hullmods, both of which I mean for Realistic Combat to replace with its own.  If you see otherwise, then please tell me.

There were three different skills listed in that screenshot that I'm curious about. Are you implying that damage to shields is ignored and range/speed interact correctly with RC? Or does the entire skill get ignored?

If damage to shields doesn't work with CR, then does Hardened Shields do anything?

EDIT: In my testing, I did find the Damage to Shields works correctly, so I have to wonder the exact parameters of the RC damage model ignoring damage mod skills and hullmods.

Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: January 24, 2024, 04:37:05 PM »
Sure thing. In the meantime, I'd like to know more about how Realistic Combat's damage model changes interact with skills and hullmods. My understanding is skills that modify damage need replacing, based on how your mod overwrites vanilla's Energy Weapon Mastery. For a skill like in the below screenshot, do any of those stat mods function with RC?

I'm curious about other stat mods as well but I'll settle for knowing about this example for now. Thanks.

Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: January 23, 2024, 08:16:34 AM »
Hi Liral, coming back around for a .96a playthrough. In your Compatibility section, you mention RC will override Quality Captain's skills. Is this still the case? In the below example, the skill text shows Quality Captain's skill and not RC's. Is RC replacing the skill but not the text description? Thanks, I'd love to play these mods together.

Mods / Re: [0.96.a] Realistic Combat 1.25.2
« on: June 06, 2023, 09:59:52 AM »
Unfortunately I'm getting an in-combat crash (different than the post-combat crashes you fixed). This only just happened upon fighting doritos for the first time this campaign so I suspect the crash is related to them. I confirmed the crash happened consistently no matter what ships I used and the crash happens on 1.25.2 and an older version. From a little testing, I think the crash happens when the dorito dies and transforms but I am not positive.

254486 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at listeners.DamageModel.modifyDamageTaken(
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

Mods / Re: [0.96.a] Realistic Combat 1.25.1
« on: June 05, 2023, 06:59:03 AM »
Beam weapons are currently extremely overpowered, far outmatching other weapon types to the point where a ship with a large beam can wipe out entire fleets before they even get into engagement range

In my playing, I've only found this happened with High Intensity Laser and yes it is very OP. I didn't find other beam weapons OP though. Weaps like tachyon lances feel fine to me.

Mods / Re: [0.96.a] Realistic Combat 1.24.3
« on: May 30, 2023, 03:10:24 PM »
Gotcha, the fact that the damage modifiers were ignored by RC anyway makes more sense then. I agree the skills shouldn't necessarily alter things a hullmod would. I'd be willing to brainstorm some ideas after I play around with the new skills and I like where you're going with the CR thinking.

For now, I just have one ask. Can you take a look at the High Intensity Laser? As a few others have mentioned, it outperforms basically every other weapon. Try simulating a paragon with plasma/tachyon against something like an onslaught or para, then swap those weapons out for HILs. You'll see how strong they are - like melting the enemy in a fraction of the time strong. Maybe it's a combination of range, DPS, and 150% damage to both shields and ships that turns them into death beams. Before, you mentioned changing the OP cost to reflect their strength but honestly the HILs would beat plasmas even at 30+OP. I feel cheaty using them at all. As always, thanks for your great mod and hard work.

Mods / Re: [0.96.a] Realistic Combat 1.24.2
« on: May 30, 2023, 09:44:46 AM »
I see energy weapon, ballistic, and and missile mastery skills have very different effects now. It appears that a skill like energy weapons mastery does not properly apply the CR gain to officers. Not sure about the others.
In this screenshot, you see that the medusa is still capped at base CR despite the officer having EWM and the medusa having 7 energy hardpoints. Even if this was fixed, these skills have been significantly nerfed due to no longer having an Elite modifier which stinks.

"+10% combat readiness if trained for every weapon type mountable on this ship".  The Medusa also has 2 universal mounts; therefore, all three weapon types are mountable; therefore, the officer needs training for all three types of weapons to gain 10% combat readiness.  I wonder if you just missed the universal mounts or if the text was not clear.  Please tell me.

Ahh, I see, I misread the description sorry about that! Understanding that now, did you feel like those vanilla skills were too strong hence the nerf? Looking missile specialization, we're going from: double missile ammo, 50% increased missile hitpoints, 50% ROF and 10% damage (with Elite), to just +10% CR which likely requires also investing in EWM and/or ballistic.

Mods / Re: [0.96.a] Realistic Combat 1.24.2
« on: May 30, 2023, 06:10:31 AM »
I see energy weapon, ballistic, and and missile mastery skills have very different effects now. It appears that a skill like energy weapons mastery does not properly apply the CR gain to officers. Not sure about the others.
In this screenshot, you see that the medusa is still capped at base CR despite the officer having EWM and the medusa having 7 energy hardpoints. Even if this was fixed, these skills have been significantly nerfed due to no longer having an Elite modifier which stinks.

Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: September 28, 2022, 05:31:02 PM »
Do defense fleets (requested task force ones) factor into the invasion autoresolve, if the player is absent from the system? Let's say I get a notification for an incoming invasion, so I hire a defense fleet targeting that market. Even if the defense fleet is "fairly strong" versus the invading "fairly capable", the intel estimation on the invasion vs. defenders still says "superior" i.e., unchanged after the defense arrives. The invaders defeat the station and deploy their marines while the defense fleet is still 'alive' in my intel, as if the defense task force doesn't exist.

Mods / Re: [0.95.1a] Realistic Combat 1.21.3
« on: September 28, 2022, 10:36:23 AM »
Can you please list out the skill changes and the purpose behind them? There's currently no info about them on the main post. I had to update to see the changes for myself and I'm scratching my head wondering why Energy Weapon Mastery had it's scaling damage removed outright rather than adjusted to the longer ranges of this mod. Thanks.

Mods / Re: [0.95.1a] Realistic Combat 1.20.5
« on: September 22, 2022, 04:14:26 PM »
Great work on that rapid fire bug, working like a charm for the past few days. I do have something different to report, but related to another mod, Detailed Combat Results. Most results work as expected, but carrier results are not showing fighter/bombers in their results. See example:
This happens in fights I know for sure that the wings are dealing plenty of damage. Nick XR, the author of DCR, figures it's a matter of certain damages not being reported.
I appreciate you going the extra length to make this mod compatible with another great mod. Thanks!

Mods / Re: [0.95.1a] Detailed Combat Results v5.2.3 (2022-08-09)
« on: September 22, 2022, 04:06:25 PM »

I'd talk to Liral about it, for Realistic Combat, DCR is simply rendering the damages reported to it.  So if something is missing, it's probably not reported.

Makes sense, plus they've already fixed one of my reported bugs!

Mods / Re: [0.95.1a] Detailed Combat Results v5.2.3 (2022-08-09)
« on: September 22, 2022, 03:26:51 PM »
Hi, I love your mod and have used it on multiple playthroughs. Really helps one break down fleet strengths and weaknesses. Regarding your last update to support mods like Realistic Combat, I have been using these two together and seemingly ran into a bug. My carriers don't seem to track the stats of deployed wings. I.e., in the detailed combat results, the only damage displayed by carriers is any onboard weapons, no e.g., fighters/bombers. See screenshot:
This occurs in combats where I know for certain the wings are dealing damage. Do you know if this is a problem on this mod's side, or should I report this bug on the Realistic Combat thread? Thanks!

Mods / Re: [0.95.1a] Realistic Combat 1.20.2
« on: September 21, 2022, 12:15:52 PM »
Nice mod! Playing with it a bit and noticed my aurora instantly fills up the flux bar occasionally. Turns out it rapid fires its heavy blaster sometimes, while on autopilot. I can reproduce this by running a simulation, setting the ship to target the enemy ship, then unpausing. The autopilot rapid fires the heavy blaster and fully fills up its flux, to 99%. I have definitely noticed this happening on other ship with a heavy blaster. Not sure if this is a heavy blaster specific issue or if other weapons will also rapid fire. Hope this helps, thanks.

Image of reproducing bug:

In regards to overfluxing, I use Advanced Gunnery Control mod, which lets you give your ships AIs ground rules on how to operate its weapons!

I do use that mod, but the overfluxing is from a bug. Certain weapons are rapid firing beyond their stats. Heavy blasters aren't supposed to fire like a minigun-- see my screenshot.

Thank you for the update. With version 1.20.3, I'm still getting the same issue with the heavy blaster on the aurora (and fury) on autopilot. It does appear other weapons suffer from the same bug. The Mule (P) Standard Combat Freighter I ran simulation tests against also shoots it's flux up to 99% at the start of the engagement, before any weapon impacts. Hope this helps and thank you for the quick response.

D: It's still there?  It didn't happen when I tested before release, so I doubt I can reproduce it now.  I am trying to think of a cause but cannot imagine one.  I may need your help fixing this bug.

Hmm if there's a way I can help, let me know! I just tested with a new game, only mods installed are this one and Nex (with dependencies). Loaded up with an aurora heavy blaster - same issue on autopilot.

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