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Messages - Shedovv

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46
Mods / Re: [0.65.2a] Hiigaran Descendants v1.1.0
« on: May 02, 2015, 02:22:08 PM »
I did not encounter the Sector (yeah not Galaxy u  newbs :3) Wide Carrier sale BUT I did encounter a Sajuk Khar as in I saw it in the shop BUT. The bloody frigates and Fiirkan Corvettes especially, seem to have gone extinct. The only two frigate sized things I found was two Jet Gun Boats. So I had to cheat a Fiirkan into my fleet using console commands and then build the rest of them with Omnifactory set to demand resources. Which wasn't quite pleasant. Infact market in Polaris is forcing me to play with a raised eyebrow. I am not sure how it's supposed to be ideally, but I reckon it should have at least ONE of each ship on the market available every resupply, well ok not of EACH cuz stuff like Sajuk Khar is OP. But you get the idea. Also needs some sort of shipyard station/planet that is responsible for dishing out ships that maybe go to the market in convoys? Though the latest is sort of a thing that the game it self needs not just Hiigaran's Faction.

EDIT: Also Any kind of wing is aquireable but quite hard to come by.

P.S. All of the above isn't THAT much of a problem... in general that is. BUT for someone who's aiming to have a fleet purely made out of the ships of the faction they choose.. such as my self. it's a HUGE issue. And the only workaround atm is to resort to Omnifactory and Console Commands.

47
Mods / Re: [0.65.2a] Hiigaran Descendants v1.1.0
« on: March 01, 2015, 11:22:55 AM »
~SNIP

You may also want to do a stat balance pass on the ships eventually. There's a lot of problems all over the place here; one of the most obvious examples is the drone carrier, which is only 4 logistics (the minimum baseline for a one-deck carrier, essentially) but has a PD drone system better than the Astral's, competent flux stats, and 90 speed. The other really obvious ones are the base freighter, which at 500 cargo cap/logistics is more efficient than an Atlas (~300), and the tug, which only uses 0.6 (!!!) fuel/ly.
I must Disagree on that one. Just because they are better than X ship doesn't mean they are unbalanced.

True Faal-Corum's Drones are better than Astral's But astral is meant to stay on long range while Corum is meant to be in a medium range, hence it is closer to the fight and as such needs better defenses. Not to mention that it has less mounts and they are not 100% PD. It's a Med Range Support Ship after all with small Carrier capability, not a 100% dedicated Carrier.

As far as I understand a base Freighter is a typical one yes? Then how is a Cruiser sized Cargo ship better than the monstrous Atlas? If you are comparing it to the Neerin, that's another case. Neerin is better so what? As far as I know it's more expensive.

Tugs are very, very efficient indeed. Theyr low fuel consumption comes at a cost. They can barely defend themselves. And in order to haul most of your fleet you need ALOT of them, which would be oblivious to use at a high fuel cost. Which in turn would render them useless. As of now they are small ships that help you to increase the Campaign speed of your fleet and double as little Freighters. They are ideal for relatively big fleets of small ships. Can't express the critical value they hold in any and all of my Hiigaran fleets.

48
Will the mod be updated for 0.65.2a ? I just decided to move to that version from 6.2a and I am missing the presence of Enigma and mighty Valkyrian fleets nearby. Not to mention great Hiigaran on Valkyrian fighting.

49
Mods / Re: [0.6.2a] Hiigaran Descendants v1.1.0
« on: February 19, 2015, 08:53:51 PM »
You do realize this mod is nearly dead right? Gotcha's basically been gone for almost half a year

Ehm no? I am no telepath I don't read thoughts of people on the other side of the internet. Besides, Gotcha being absent doesn't mean the mod isn't good. Also, 3/4 months isn't half a year.

50
Mods / Re: [0.6.2a] Hiigaran Descendants v1.1.0
« on: February 19, 2015, 07:02:39 AM »
It's been two weeks and no more comments. Dayum.
After a while, my previous problem stopped being a problem thanks to Omnifactory now I make huge fleets that use Fiirkan's as a main horse.
I love the mod very much because the ships are amazing. They look good they have a very low Skeleton Crewrequirments and supply demand that however grows with the hull size.
Did I already say how much I love them Corvettes? They are relatively fast, very agile and have an amazing built in weapon. It's not very powerfull but it gets the job done. Grab a few of these and provide them some backup in the face of a Rathan/Vraan or two and you can crack Cruisers. Add even more numbers to that with a cherry Jneer on top. And you've got a fearsome fleet. And We haven't even got to the Capital ships. Also I flied the Pride of New Hiigara in that mission. That thing is a beast. Love it. I noticed that the overall Hiigaran navy focuses on Close Ranged Combat. Would be nice to have additional Frigate/Cruiser/Cap ships with long range capability. And a long range weapon of some sort would be nice. I am being killed by Singularity Cannon's. I love and hate them so much. I love them because they are a good weapon. But hate them because they are asymmetrical. And I hate asymmetry.

Great Work Gotcha! I hope to see this mod bigger, faster, better, stronger! In the future, keep it up!

51
Mods / Re: [0.65.1a] Common Radar v1.1d (released 2014-12-09)
« on: February 05, 2015, 09:17:12 AM »
~SNIP

For the other crash, it looks like you have a newer version of LazyLib that uses API methods that don't exist in old versions of Starsector. For .6.2a you'll want LazyLib 1.9b.

Meanwhile I am off to dig in the mod's code to erase the Combat Radar portion of said code.
Nooooooo. The radar's code is by far the ugliest of all my mods.

Too late I already did that. :3 Though it looked quite well written.. in comparison to some things I saw.
Also Thank you for such quick response, I am installing it atm gonna report back if it's not gonna help. But given the age of the version and stuff I'd assume it will work.

52
Mods / Re: [0.65.1a] Common Radar v1.1d (released 2014-12-09)
« on: February 04, 2015, 10:34:24 PM »
I know you moved to 56.1a already. But I am playing SS 0.6.2a and the same bug that Reh and Nanao had. Though I am not sure what causes it. I was attacking a fleet of Vanilla pirates as a Hiigaran Descendants fleet, as soon as I selected ships for deployment it crashed. Note: It is something in Radar cuz when I ran a battle with Radar mod ticked off nothing crashed. Something tells me it has something to do with how your mod checks for what icon it needs to display for a ship. But that's just my wild guess. If you'd be so kind to look into the matter and also do a patch for v1.0 of your mod. I'd greatly appreciate. Meanwhile I am off to dig in the mod's code to erase the Combat Radar portion of said code. Cuz I'd still like to have the Campaign Radar at least.

Also here:
Spoiler
1334344 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatFleetManagerAPI.getDeployedFleetMemberEvenIfD isabled(Lcom/fs/starfarer/api/combat/ShipAPI;)Lcom/fs/starfarer/api/combat/DeployedFleetMemberAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatFleetManagerAPI.getDeployedFleetMemberEvenIfD isabled(Lcom/fs/starfarer/api/combat/ShipAPI;)Lcom/fs/starfarer/api/combat/DeployedFleetMemberAPI;
   at org.lazywizard.lazylib.combat.CombatUtils.getFleetMember(CombatUtils.java:51)
   at org.lazywizard.radar.renderers.combat.CombatReadinessRenderer.render(CombatReadinessRenderer.java:201)
   at org.lazywizard.radar.CombatRadarPlugin.render(CombatRadarPlugin.java:253)
   at org.lazywizard.radar.CombatRadarPlugin.advance(CombatRadarPlugin.java:288)
[close]

I am not a code expert but after giving that another look this might not necessarily be a problem with your mod but rather caused by it?

53
Mods / Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
« on: February 03, 2015, 09:17:03 AM »
Okay, couple of PRs submitted. I'm now writing a more sophisticated market condition randomizer.
Also scribbled out some gameplay feature proposals here.


@Shedovv: Screenshot doesn't show much, could you paste a text excerpt from the log at the part where it crashes?
That screen shot IS a screenshot OF the LOG. I selected it at the portion, right where it crashed. If you want I can get a bigger screenshot.

54
Mods / Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
« on: February 02, 2015, 10:01:05 PM »
There's some sort of BUG with the backgrounds and or spawn points caused by Exerelin.
Here: http://gyazo.com/0102283cd6c8a97b364b1f2aa3ba765d

Still no reply to that? It doesn't let me play the damn mod. It keeps crashing cuz of that.

55
Mods / Re: [0.6.2a] Hiigaran Descendants v1.1.0
« on: February 02, 2015, 09:59:44 PM »
Does anyone have any idea?

In my last playthrough I was going all out to be friends with Hiigaran's and I did. But I was extremely disappointed by their supply convoys. I spent around 10 hours in that playthrough. And I was checking the Angel Moon's shop every time a Supply Convoy delivered goods. YET they only seemed to fill the shop with tons of fighters. At firts they had one and a half lines of fighters in the shop list, then it was about ten lines worth of Bombers Interceptors and Fighters, that I didn't even use cuz I had no carriers. But the most sad part, they didn't bring ANY new Corvette's besides the initial 5-6 that I bought. I was obviously getting new ships through Badges but that's another thing. So if anyone encountered this. Is it a poorely coded convoys or is that just my luck?

56
Suggestions / Re: Ballistic Ammo [Post Ammo Removal]
« on: February 01, 2015, 06:43:33 AM »
For ME personally. The above suggested changes would mean that I will finally be using Kinetics(I stick to purely E-Weps atm, yep I play Tri-Tach or Mod factions only, cause of this) and using them will actually feel different from using Energy Weapons although not too much, but it will still feel that way. And will affect my battlefield behavior should I choose to load my ship out with Kinetic weaponry. Which is what I strive for, to have Kinetic weaponry that is as useful as Energy weaponry while having a different feel and the way you'd play to it.

57
Mods / Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
« on: February 01, 2015, 06:30:33 AM »
There's some sort of BUG with the backgrounds and or spawn points caused by Exerelin.
Here: http://gyazo.com/0102283cd6c8a97b364b1f2aa3ba765d

58
Suggestions / Ballistic Ammo [Post Ammo Removal]
« on: February 01, 2015, 06:06:52 AM »
Greetings!

I've been reading about the removal of ammo from ballistic weapons. Frankly it just makes ballistics a gimmick, while actually being a energy weapon with different damage type.
A lot of people including me don't necessarily like the idea. I thought about it and came up with a good(in my opinion) solution.

So here it is.

Instead of completely removing the ammo, ballistic weapons need to be reloadable. When I say reloadable I mean the following:

For example let's take a Vulcan Cannon (that small fast firing thing, with 1000 ammo) and make it reloadable, but without keeping it at an X ammo cap.
If the cap is not there and it's reloadable people would have to think when they are using these weapons. In the case of Vulcan you'd have to spend it's 1000 ammo magazine and then WAIT a decent amount of time for it to FULLY RELOAD before you can fire again. This would mean that if you see your magazine is getting depleted, you would have to think about backing out of enemy ship's weapon range and allowing your guns to reload before continuing the battle. This should eliminate the long-battle incompatibility of low-tech ships while maintaining the feel of kinetic weapons.

EDIT: Basically they would have same principle as some of the reloadable missiles/Energy weapons with charge except that you would not be able to fire them until fully reloaded. Which also means that Expanded Magazines Hull Mod still makes sense.
EDIT:EDIT: I do not believe that weapons should have LIMITED amount of magazines, they just need to be reloaded every now and again, without being able to fire them while they are on reload.

P.S. I specifically registered on the Forums to make this post. So it's kind of my first. Hopefully it's decent enough.

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