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Messages - Blaze

Pages: [1] 2 3 ... 15
1
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".

2
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.

3
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

4
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.


5
Hey Azmond, could you double-check your Rostor field systems? I noticed all ships with them withstanding absurd amounts of damage. Testing in simulation, I fired 6 clarents at a Cavos frigate and it survived; which is a bit ridiculous.

6
Not sure if it's Nexerelin or Knights Templar but...


7
Mods / Re: [0.7.2a] Nexerelin v0.7.6d (fixes 2016-11-20)
« on: March 10, 2017, 09:16:26 PM »
Spoiler
Code
6762444 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.createPirateFleet(MarketProcurementMissionEvent.java:215)
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.advance(MarketProcurementMissionEvent.java:172)
at com.fs.starfarer.campaign.events.CampaignEventManager.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Looks like something's breaking the code that spawns a pirate raiding fleet for procurement quests.

9
Looks like it was Winblow$ update trying to install new graphics driver doohickeys, so it disabled the graphics card (this computer has multiple) until I restarted.

10
Every time I try to load a game or start a new one, the game will suddenly close without any error box. Checking the log file shows that it successfully loads the game, but it cuts off there.

Tried removing all mods, but no still just closes.

It's really strange as it was working perfectly fine just a few hours earlier.

Edit: Whatever it was, it seems to have fixed itself.

11
Mods / Re: [0.7.2a] Metelson industries :Teasing is fun a2.70 7/30/16
« on: July 30, 2016, 09:50:05 PM »
I find that having your faction's ship variants use specific weapons makes them appear in their markets much more often.

12
Just got an error while entering hyperspace:

Code
2402540 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ResponseFleetManager.generateResponseFleet(ResponseFleetManager.java:107)
at exerelin.world.ResponseFleetManager.requestResponseFleet(ResponseFleetManager.java:184)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:127)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.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.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)

13
Mods / Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« on: July 08, 2016, 01:54:23 PM »
I can't seem to access the consul; I see the Alhy-whatever person, but the only option when interacting with him/her is to cut connection.

I saw that Nexerelin-support was patched in, but maybe it doesn't work in Corvus mode?

14
Code
	@Override
public boolean isApplicableToShip(ShipAPI ship) {
return !ship.getVariant().getHullMods().contains("UnstableInjector") && !ship.getVariant().getHullMods().contains("AugmentedEngines");
}

Adding this should make it so you can't apply it if you have either hullmod and block installing those hullmods if you have your hullmod installed.

15
Another quick one - I'm making a hullmod for the Sindrians that gives better ship speed etc., but at the cost of consuming more fuel. Exactly what is the name of the mutable ship stats API that affects fuel? Is it stats.getFuelPerLightYear?
stats.getFuelUseMod


Quote
Also - a general interest question. Could you make a particular ship role get a damage bonus vs. another ship role? I wouldn't mind just mucking around with the interceptor and fighter roles and giving them bonuses vs. Bombers and interceptors respectively.
I'm not experienced enough to answer this, but I think you'd be better off using weapon scripts.

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