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Messages - TrashMan

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61
*REMOVED*

Didn't realize I already posted.

62
Modding / Re: Java Bounty Board
« on: October 31, 2019, 05:04:21 AM »
I don't recall every taking anything from SRA. Never even downloaded that mod as far as I can recall (not a fan of organic-like designs).
Then again, it's been years since I started and I have a whole lot of temporary files I don't recall anything about, so my memory is not reliable in this case.

63
Suggestions / Re: More Realistic
« on: October 31, 2019, 03:17:05 AM »
Quote
In a hostile and militarized universe, with the player sorounded by giants, him creating his own empire and doing whatever he wants just feels wrong. If SS was a movie, the player would be the Ultimate May Sue. Note, I'm not against the player being able to create his own faction, but it's the way it is done that bothers me. You should NEED a protection of a bigger fish in the early stages. Starting off as a vassal of a sort, with the early colonization and defense being helped by your patron faction - for a cost of course. Your colony would be expected to pay tithes. Then later, when you get sufficiently strong, you can declare independance.
As a shump game, of course player is the superman.  Of course, if building your own nation is impossible, then I guess player could take over a faction like Sauron did to Numenor, then work with empire building from there.  Instead of ruling your own faction, you rule Hegemony or Tri-Tachyon.  I prefer building up my own faction bigger than Hegemony or Persean League, but I suppose a hostile takeover of one of the major factions could be an option.

I would not satisfied with being lapdog to a major power for long.  I like that (in theory) Starsector is like classic D&D fighters.  You play tomb raider or hired thug for levels 1-8, then you graduate into being a baron or warlord with a keep and army at about level 9, and you play wargames or do other strategic stuff that affects the world (or you retire and play more lapdogs).

Well, I haven't actually thought about taking over a faciton politically, but why not? A valid approach.
But if you have bothered to read properly, the player WOULD be able to have his own faction/empire - it's just that the process would be more involved and take longer.
Also, since you don't seem to know how fedualism work, Barons WERE vassals of kings. Meaning that the mid game I propose would be just like what you describe - you become a vassal to gain more power and land.
From there on you can serve the nation faithfully (became a celebrated hero of the faction you joined), try to usurp the throne (replace the leader of a faction trough a coup), or break away and create your own knigdom (your own independant kingdom).

I get that some people want to RULE ZA WORLDO! (I do sometimes) and I'm quite fine with that being possible. Just let it be better paces and make more sense.

64
Suggestions / Re: More Realistic
« on: October 31, 2019, 03:09:36 AM »
For those that know 40K, think ROUGE Traders.
That damned bat ruined the English language. Prove me wrong

It's a typo. I know the difference, I just made the mistake in a hurry.  ;)
And no, not a Sonic fan.

65
Modding / Re: Java Bounty Board
« on: October 31, 2019, 02:57:48 AM »
SRA? Please be more specific.

66
Suggestions / Re: Please add high-tech freighters and tankers
« on: October 30, 2019, 01:44:19 AM »
Not a fan of player having Remanant ships.
Those are super-advanced designs with powerful AI's. The player being able to control them makes the player a super-genius that knows more about technolgoy than all the scientists in the sector together.

67
Suggestions / Re: More Realistic
« on: October 30, 2019, 01:34:32 AM »
There are other ways to deal with this. If, for example, there are circumstances that give the player great bargaining power. And it just so happens the player DOES have something to bargain with - blueprints.

Given the state of the sector, the idea that all major powers would want an edge is a no brainer. But exploring old ruins and space in general is dangerous. Hence the idea of bold explorers being given extra rights and even access to some better hardware (still not top capitals), because remnants. For those that know 40K, think Rouge Traders. Basically, the player would be one of those individuals with the rare right to have some military-grade ships in his fleet. And the more you prove your worth by bringing in blueprints, scrap and helping out a faction, the more hardware you get access to.

Thus, when you inevitably find lots of blueprints, you can sell them to a faction and in return of not just the tiny amount of money you get (because the value of these things should be insane), but also the first ship/ x weapons produced by the sold blueprint.
After all, you have bargaining power - you can sell it to their enemies. Speaking of which, selling blueprints to an enemy faction should have consequences, depending on blueprint.

I'll have to be honest and say that I never liked the idea of the player creating his own empire completely independantly - not in SS at least. While a great idea it just doesn't seem to fit in the universe/scope. Hence, I see nothing wrong with commissions or some kind of permanent commitment being REQUIRED not only for the player to get the good stuff, but for the player to SURVIVE.

In a hostile and militarized universe, with the player sorounded by giants, him creating his own empire and doing whatever he wants just feels wrong. If SS was a movie, the player would be the Ultimate May Sue. Note, I'm not against the player being able to create his own faction, but it's the way it is done that bothers me. You should NEED a protection of a bigger fish in the early stages. Starting off as a vassal of a sort, with the early colonization and defense being helped by your patron faction - for a cost of course. Your colony would be expected to pay tithes. Then later, when you get sufficiently strong, you can declare independance.

68
Nope. I do have 3.0.4.
And have tried re-dowloading.

Release the fix already Vayra

69
and more. Just crashed while traveling in hyperspace:


118178 [Thread-4] INFO  data.scripts.VayraModPlugin  - Applying admin Captain Dawit Herring to market Legio InfernalisRaider Base
118180 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderBaseIntel  - Added raider base in [Beta Basan Star System], tier: TIER_3_2MODULE
118185 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderBaseIntel  - Spawned patrol fleet [legio armada] from raider base Juli Watchpost
118185 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderBaseIntel  - updating target
118185 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Ambient - Breathe In The Light.ogg]
118200 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [Hyper - X3TC_Mars.ogg]
118240 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Hyper - X3TC_Mars.ogg]
118240 [Thread-10] INFO  sound.null  - Playing music with id [Hyper - X3TC_Mars.ogg]
119267 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

70
MORE crashnes. and more and more. This one is from a bounty with a Yari cruiser. The game crashes upon entering the system with the bounty.

255870 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

71
Allied defenses would be nice - as in allies rushing in to help defend a world under attack.

72
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
« on: October 29, 2019, 08:45:39 AM »
Mayasura being it's own seperate faction causes big problems with Nex.

They only have one planet, no defense station, no orbital works, no proper defense fleets. They get destroyed easily early on before the player can gather  a fleet to defend them.
Given them a station would help. Probably also giving them increase colonization chances. Perhaps a custom defense building?

73
Suggestions / Re: On supplies, fuel and bounties.
« on: October 29, 2019, 05:37:14 AM »
so now you're going back and forth all the time selling pirate armadas? that seems dull. I would also like to see a solution to salvaging, but not like this.

Nah. Cargo bar runs are still more profitable. I do occasionally restore and sell a ship, if it's a good one. Less D-mods = more profit. If I'm lucky enough to find a big, rare capital, I can ear a lot on selling. At least with my settings.

If anything, since I increased the prices of ships (buying price too), I find bounties less attractive than cargo runs. A lot of time and resources wasted FINDING the damn target.

74
Suggestions / Re: More Realistic
« on: October 29, 2019, 05:31:40 AM »
Additional layer of challenge that makes aquiring powerful miltiary ships difficult IS fun. Stretches the early and mid game.

And there are ways to deal with that - many other games done it. Take EV.: Nova for example. You can buy licences for ever higher military hardware. Paramilitary/mercenary organizations exist, but since they are not part of a country/nation, they are only trusted with limited hardware.  And of course, comminsion, joining a faction would also give you plenty of benefits.

But being an independant actor with far too much freedom makes the entire universe feel cheaper. Yeah, player power fantasies, player is special and all that jazz. You can be powerful without the rest of the universe being ***.

75
Modding / Re: Java Bounty Board
« on: October 29, 2019, 05:03:46 AM »
So, I'm gonna list what thing I am in need off, and anyone who can lend a hand (or point me towards a mod that has something similar, so I can reverse-engineer it), feel free to contact me.

For starters, I have a bunch of shipsystems that need custom AI to make them workable.

1. RetroDrive - reverse burn drive. Only goes backwards, to quickly escape. The AI needs to check in a cone behind itself before turning it on.

2. Gunbooster - boosts weapons range, damage and accuracy at the cost of EVERYTHING else. No shields, no movement, increased EMP vulnerabiltiy and 10-20xCR decay while active. Not something to use when in close combat.

3. ShieldDiffuser - temporarily and instantly tripples the shield arc radius and near instant deployment, shield efficiency tanks. Used in emergencies to defend against torpedoes and such

4. Shield Focus - the opposite. Greatly reduces the shield arc (temporarily) and greatly boost shield efficiency. Reccommended against single, narrow targets.

5. RhoAias - a limited use system that works like temporary Safety Overrides - boost active/passive flux venting and eats CR. I could probably use a typical weapon boosting AI (like high energy focus) for this, but I'm not sure if it's a good idea.


Aside from these simple things, something more ambitious is a MobileDocyard hullmod, that either increaes ship repair speed or lower repair costs across the fleet. Possibly allows for re-fittings of logistic hullmods in space.


And lastly, Fleet Spawning Control. Basically, once every month check the number of active fleets variable (lets call it ALIEN_FLEETS), and call the fleet spawning function (which I can handle and have it written more or less).
I have no idea how to hook that "monthy check" part, what function to extend and so on. The final goal is to have AI and alien fleets spawn and roam around randomly and attack random markets. Alien main fleets would have motherships and those would not respawn (so basically a second counter on how many motherships are left) so you can technically remove them from the game. Or perhaps they do respawn, slowly and up to a point (as long as there is 1 left), meaning that you can still exterminate them, you just have to be quick about it and kill them faster than they can be replaced.

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