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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Blaze

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1
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« on: July 10, 2024, 03:09:10 AM »
Currently im planning to add feature to it so your stored frigates can land and re-arms on designated converted frigates hangar ship, though i havent decide to whether put it on already existing hullmod, or make another one that doesnt need "stored frigates" hullmod to let frigates land on frigates hangar ship

Arma Armatura allows their "frigates" to land on any ship with a fighter bay; which is pretty powerful. And there's that other mod which allows you to turn any frigate into a fighter LPC.

Personally, I feel that "frigate fighters" might be a bit much for the scope of this mod; but by all means you do you.

Also, exploit. Once you add the stored frigate hullmod, you no longer need the converted hangar hullmod. You can remove the hullmod, store the "carrier", store the frigate and add the stored frigate hullmod to another ship, etc.

2
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: July 09, 2024, 11:52:22 PM »
How do i add inbuilt weapons to be able to be dropped as rare_bp
I have tried with the Firecane Artillery from SEEKER.
Tried adding it via console commands, but it never gives me the item. Always something else
That's not a function of the console, but defined by whatever mod the weapon comes from. Anything weapon tagged as "SYSTEM" can never appear as an individual item.

If you edit the mod to remove the tag, it can appear as a regular item and even as an individual BP.

3
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« on: July 09, 2024, 01:14:19 PM »
Trying out the stored frigate hullmod, shouldn't it also reduce the stored ships sensor signature?

It's a niche, but neat concept. The number of ships that can mount it across the entire modding scene is still probably single digits; but it's a neat way of giving more utility to support vessels.

4
Mods / Re: [0.97a] Random Assortment of Things
« on: June 30, 2024, 11:49:53 AM »
Right, Sierra comes from SotF, and I was apparently using an older version where she appeared on the captain menu.

So that's my bad.

5
Mods / Re: [0.97a] Random Assortment of Things
« on: June 27, 2024, 03:24:12 PM »
As a hipster that didn't take Automated Ships, is there anything else I can do with the Neuro core?

Also, what would happen if I integrate Purple Orblady into her ship? Could I still transfer her out? Would test it myself but am away from my rig for a bit and it's gonna bother me until I test it.

6
Yeah, after looking into it a bit, it turns out it's a built-in hullmod from a mod.

Gonna test a bit more before making a report in their thread.

7
Is there a way to limit the number of ships that appear on the overworld map? I mean, the blob of ships that represents my fleet. For some reason, once the number of ships hits 15, doesn't seem to matter what kind, traveling drops to single frames.

Combat works fine, all other menus are normal. I'm using Miko's JRE upgrade and given it 12GB Ram, and there's no change in the GPU usage.

8
Once I start getting more than 15 ships, my overworld map starts slowing down dramatically. Is there a setting where I can limit the ships on my fleet icon? Cutting down on my ships fixes the issue right up; but I kinda need those ships.

9
Mods / Re: [0.97a] Random Assortment of Things
« on: June 24, 2024, 01:28:16 AM »
So here's a weird crash:
Spoiler
292419 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.combat.entities.Ship.isHulk()" because "<local2>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.combat.entities.Ship.isHulk()" because "<local2>" is null
   at com.fs.starfarer.combat.ai.FighterAI.getCarrierTarget(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

So the [REDACTED] Snek can hold a converted hangar in the tail section, and putting a fighter in there and sending it into battle causes this crash.

Not sure where exactly the bug is here, maybe we aren't supposed to be able to salvage the [REDACTED] Snek, maybe we aren't supposed to put converted hangar on it, being a phase ship,; maybe it's because it had a human pilot with the [SUPER ULTRA REDACTED] core?

10
Mods / Re: [0.97a] Metelson Industries 2.0.3 The Sound Update
« on: June 19, 2024, 04:09:24 PM »
Personally, I find it hard to kit the Gadfar as anything other than a dakkaboat because of that oh so tasty ammo feeder and overlapping mount arcs.

Similarly, I load the new ship up with Padecs and heavy masers and watch the lightshow. Whether a certain navy would appreciate their peace offering used as a glorified rock breaker? Well...

The Acutor certainly has gotten a new lease on life; but there's still kind of an issue.

With an assortment of easily filled slots and before learning all the fancy hull mods you can just load it up with capacitors/vents and use it as an early game beatstick. It's inevitable that it'll be replaced with something else; whether a more combat capable ship or a support ship with a better logistical profile (like the Stareater that also sports both a salvage and repair gantry at half the maintenance cost). That's just an inevitable part of being an "early game" capital.

However, as a capital, you'll need both a Metelson commission and a Cooperative level relations. With relations being much harder to grind than money, you'll probably get access to better ships long before you can access the acutor; short of finding a severely D-modded version on the black market.

To remedy this, I'd like to suggest the acutor be available on civilian markets (much like the Stareater).

Speaking of markets, I don't know why but the frigates for sale at Metelson ports are almost entirely dominated by Farins. Destroyers are cruisers on offer are varied enough, but outside the rare Vigil and occasional Pala, it's 80-90% Farins..

11
Mods / Re: [0.97a] Metelson Industries 2.0.1 REMASTERED
« on: June 15, 2024, 05:08:21 AM »
I'm glad that someone took over maintaining Metelson Industries. This was my favorite faction due to its simple and easy integration, no bloat and weaknesses to be compensated. The fleet was meant to operate alongside a fleet of beefcakes and it still does that very well even today.

I'm sure you have your own mod to care for (I also enjoy the Mayasuran navy, particularly the Patriot); but if you ever decide to add more, there are spots where this mod is showing its age.

The Vigil, the Vigilance variant which "packs additional armor", actually has less armor than its base variant; but is faster? I'm assuming the Vigilance was altered somewhere along the line.

The Acutor seems to have fallen further out of competitiveness with the introduction of the Atlas Mk2 with its superior fire support and OP. It also uses the older repair gantry and the old ship system method for deploying drones. The repair system isn't bad by any means, but the frigate restriction and how useful the salvage gantry is; particularly on capships. Hopefully you can find a way to give the old gal a tune-up.

Regarding weapon variety; there's a lack of kinetic damage, meaning you'll need to rely on energy weapons and the Kasta for shield cracking. However, there's a dearth of medium energy mounts on the ships that aren't frigates. Larger ships do have plenty of Medium Composite mounts, but there isn't a medium version of the Kasta. Of course, we were always meant to supplement outside weaponry, but it's odd that a faction whose headliners are the Molaris Blaster and Heavy Maser struggle to mount them. Perhaps make the Molaris a hybrid weapon like the mining blaster is now?

The Obex seems to struggle to engage enemies at times; I've seen them hang around behind the ship and not fire for lengths at a time. I seem to have solved it by going into the mi_Obex_bomber.variant file and separating the two weapons, which had been grouped together.

In the Mining_weapons file, you forgot to change the Mining_lance entry to Heavy_Maser.

12
I've played the restructured faction a bit, and while I don't have the time to currently outline each given aspect; I'll go ahead and jot down the more glaring aspects:

1. Is the Stinulf supposed to have a phase teleporter? This might make up for its vastly degraded speed compared to the regular wolf, but the description says it's an electronics downgrade whereas the phase teleporter is Hyperion-level in technology.

2. The Kasta is a kinetic missile, but uses the heatseeker ai. So it spins behind and strikes the engine, which tends to not be shielded; negating the kinetic bonus.

3. The Actel should probably get a hullmod that disables the addition of ITU or DTS.

4. The Obex's mining laser affects the AI so it rarely uses its Molaris blaster. Also said blaster does not have a mining bonus; though this may be intentional since it's a 3-fighter wing now.

Also, the Varingur is misspelt "Varingurt".

13
You should be able to continue the game with all the fixes, but you won't see the new capship without restarting. Although technically you wouldn't be able to see the capship at all; because Azmond seems to have forgotten to add the ship graphic to the mod which means it won't load.  :D

Speaking of which:

"spriteName": "graphics/meti/ships/drengur..png",

There's an extra period in there.

14
Remember to change them for all rostor field types, Basic/Liten/Heavy/Thrudgelmir. That mistake made it so that the basic field was stronger than every other type. Metelson got a bad rap in comments in some LP's with them, so I'll spread the word that it's been fixed and Metelson can properly take its place among the the rest of the sector.

Though I'll have to admit that it was kinda funny to watch Nemoanemo gawk when the dinky Actel tanked his entire fleet.  :D

15
It's definitely the latest version.

I think I may have found the problem in the field's script. For example, the basic Rostor Field

Code
		stats.getHullDamageTakenMult().modifyMult(id, 1f - (1f - INCOMING_DAMAGE_MULT) * effectLevel);

Since INCOMING_DAMAGE_MULT is 0.1f, and effect level is 1...

1f - (1f - 0.1f) * 1f
1f - 0.9f
0.1f

Since you're using modifyMult, all damage is reduced to 10% of what it should be.

Changing it to
Code
		stats.getHullDamageTakenMult().modifyMult(id, 1f - INCOMING_DAMAGE_MULT);

Should get it to work.


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