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Messages - Kaitol

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31
Mods / Re: DSTech Corp Fleet v0.4a - New Ships and Weapons -
« on: August 15, 2012, 01:17:28 PM »
That's a bug with some of the larger ships in the mod. Try messing about with the ships outfit. In particular, try taking off auto repair bots/system/whatever-its-called. I messed about and managed to fix it somehow.

32
Mods / Re: Neutrino Corp. (v. 1.3)
« on: August 09, 2012, 01:15:14 PM »
Got a crash in campaign map, error log:
Spoiler
1617660 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [neutrinoguardianFleet] not found for faction [neutrinocorp]
java.lang.RuntimeException: Fleet id [neutrinoguardianFleet] not found for faction [neutrinocorp]
   at com.fs.starfarer.loading.return.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.neutrinoSpawnPoint.spawnFleet(neutrinoSpawnPoint.java:40)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.o00000(Unknown Source)
   at com.fs.starfarer.A.ÔÓÓ000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

33
Mods / Re: Hayreddin Industries v0.2 - New Ships!
« on: August 04, 2012, 01:43:46 PM »
Whenever I try to start the game with your mod active, it immediately crashes. I'm currently playing 0.53a on Windows.

Throws up this error:
Spoiler
17619 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\Hay_Ind\data\variants\Shasu_Cgun.variant]
17620 [Thread-6] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\Hay_Ind\data\variants\Sphinx_Assault.variant]
17620 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\Hay_Ind\data\variants\Sphinx_Assault.variant]
17621 [Thread-6] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\Hay_Ind\data\variants\Sphinx_Fire_Supp.variant]
17621 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\Hay_Ind\data\variants\Sphinx_Fire_Supp.variant]
17622 [Thread-6] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\Hay_Ind\data\variants\Sphinx_Heavy_Support.variant]
17622 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\Hay_Ind\data\variants\Sphinx_Heavy_Support.variant]
17624 [Thread-6] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\Hay_Ind\data\variants\Volkh_Assault.variant]
17624 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\Hay_Ind\data\variants\Volkh_Assault.variant]
17781 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
17782 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
17784 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: Expected a ',' or '}' at 867 [character 868 line 1]
org.json.JSONException: Expected a ',' or '}' at 867 [character 868 line 1]
   at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
   at org.json.JSONObject.<init>(JSONObject.java:227)
   at org.json.JSONTokener.nextValue(JSONTokener.java:352)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONTokener.nextValue(JSONTokener.java:352)
   at org.json.JSONArray.<init>(JSONArray.java:125)
   at org.json.JSONTokener.nextValue(JSONTokener.java:356)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONObject.<init>(JSONObject.java:311)
   at com.fs.starfarer.loading.LoadingUtils.Ø00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.return(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ø00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.oOoO.o00000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

34
Bug Reports & Support / Re: Ship systems sold in stores?
« on: August 03, 2012, 04:22:48 PM »
I find the ingame date that screenshot was taken somewhat amusing.

35
Bug Reports & Support / Eagle Odd Behavior With Maneuvering Jets 0.53a
« on: August 03, 2012, 04:15:58 PM »
So I was hunting a lone independent Eagle after it got beat to hell by TT in my Wolf, and noticed some odd behavior as I let it retreat after taking it to 1%.

It would have the no flux boost, and be going at 100 speed, but it would constantly activate maneuvering jets, which because they generate flux slowed it down to 50. That flux would go away quickly, so it would speed up again, but it would then immediately activate them again, slowing it down.

This is very odd and detrimental behavior, since a retreating ship doesn't turn at all, and needs the speed boost, as well as looking somewhat.. silly.

36
General Discussion / Re: .53a First impressions
« on: August 03, 2012, 10:34:29 AM »
Immediately noticed the new missile panic behavior. I bum rushed a buffalo in a wolf, took it down to a tenth of its health, But was forced to retreat because its lasher buddies were pounding me. I escaped by the skin of my skimmer with 5 hull left. I immediately noticed the massive storm of salamanders chasing me. *slams f key as fast as possible wishing for skimmer to recharge*

37
Mods / Re: Neutrino Corp. (v. 1.2)
« on: July 30, 2012, 04:51:26 PM »
Been trying out some ships from this mod, figured I'd give some feedback.

Please note that these are for the default loadouts, unless otherwise stated.

Banshee: The energy broadside is kinda terribad, on top of it being fixed, and thus awkward as hell to use, it also recharges slowly. There's a reason the conquest no longer has a fixed broadside. I'd personally switch it to limited arc turrets, similar to the conquest.

Limited shield arc mean if you are on the frontlines against any appreciably threatening force, you are likely going to die. You can only block one small angle, and your arcs of fire are limited enough to make it difficult to quickly deal with multiple threats approaching from your flanks. So any more then two enemies at once is untenable. Your shield is so efficient you can probably laugh off one ship though.

The engines really aren't that amazing, despite the description. It's not slow... for a capital ship, but neither is it that fast for a capital ship. This may be colored by my use of other mods though.

Probably not a ship I would personally use very often, given I'm not terribly fond of missiles, and the awkwardness of the broadside. I've yet to see how the AI handles it either. I may try playing with the loadout a bit to see if I can pull something I like out of it, but otherwise not a personal flagship. Pity, because it looks pretty rad.

Tldr; Definitely not a frontline capital ship, at least in the default variant. Passable midline command/fire support ship. Not too strong... although for its looks and pricetag I was expecting something a bit more... impressive. Maybe even a bit on the weak side for a military-grade capital ship. Shields, speed, and the broadside might maybe need tweaking, although that's just a personal opinion.

Singularity: Its efficient shields make it eminently suitable for escort roles, even without weapons, distracting an opponent, and tanking them nearly indefinitely. It also makes it excellent as a strike frigate, it can tank all damage coming from its target as it moves in.

Its automated nature means any damage it takes costs you no crew, making it good for tanking, especially on prolonged voyages, I imagine that will make it even better when the campaign is fleshed out.

However, when looking at it from a player controlled perspective, this becomes a disadvantage, no crew means no elite bonus to engines, shields, or flux.

Fixed frontal weaponry, even if powerful, mean it's terrible at dealing with multiple opponents at once by itself, turning to fire on one means nearly completely exposing yourself to another, leaving your engines wide open. This ship definitely works best in a group or 1v1 role.

Tldr; A much simpler analysis. An excellent escort, hunter, and strike frigate. Lack of crew, limited arc shields, and slow firing burst weaponry make it unsuitable for solo use. Neither overpowered or underpowered.


That's all I've extensively tested out so far, might post more if I get the hankering to put any others through their paces.

38
Well I imagine if you get REALLY friendly with Tri-Tachyon they might offer to sell you a paragon. Or give you command of one for doing something really really big for them. I doubt battle will be the only way to get high tier ships.

39
Mods / Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
« on: July 15, 2012, 04:14:54 PM »
I've had a wee bit of strangeness with one of the lotus ships, and since I'm not sure if its the actual ship or this mod, figured I'd post here first.

Basically, the heavy fighter that's the size of a frigate they have? Won't die. I killed the thing like three times, and it kept popping up on the system map like I hadn't destroyed it, all by itself. Then when I clicked on it in the tactical map in a battle, it crashed my game and put out this in the log:

Code
2461676 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.new.null.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
at com.fs.starfarer.ui.B.B.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
at com.fs.starfarer.ui.float.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.combat.F.class.private$super(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

40
General Discussion / Re: Graviton Beam Balance
« on: June 05, 2012, 11:04:59 PM »
I have always been underwhelmed by the Graviton beam. For an anti-shield weapon, it doesn't really do particularly well against them. But then again, I tend to play massively outnumbered, where I need massive burst damage. Other things are so much better suited to quickly overloading shields. Plus I can never seem to get the AI to properly pilot a close support ship. It just gets them blown up or not doing it right.

41
Mods / Re: Battlestar Galactica Mod
« on: June 05, 2012, 10:45:04 PM »
I think these ships would bring my poor computer to its knees, and then execute it with a bullet to the head. Pity.

42
General Discussion / Re: Tachyon Lance and Odyssey spam
« on: June 01, 2012, 02:48:04 PM »
The thing is, the Tachyon Lance is supposed to be a nigh-on LEGENDARY weapon. The only reason you can get so many is the game is in alpha. You won't be able to get nearly so many in the full game without mods (I assume). Its supposed to be a high tier ultimate weapon. Mounted only on one of the most powerful, advanced capital ships in the game.

I might agree with making it unable to sweep or removing the emp or making it track a bit more slowly, but that's it. Also, as it is, half the reason its so effective is because the AI doesn't raise its shields until you aim directly at it, giving you plenty of time to shoot them (although last time I tested that was .51). Without that, large or advanced ships shields would laugh off a few tachyon lances.

Most large guns will tear frigates or fighters apart. The only advantage the Tachyon Lance has in that department is range and accuracy. And in fact, can be a liability close in against a swarm or large ship. I imagine phase ships will possibly be another counter to it Since they'll be able to close the distance and get in close where its not so good.

If the AI could choose its own mounts to some extant so more of their ships had lances, it'd be a bit more balanced since you'd be on the receiving end of them a lot more often. As opposed to just the forward mounted ones on the rare paragon.

43
Suggestions / Re: Remove type restrictions from weapons mounts
« on: May 24, 2012, 07:57:14 AM »
You're forgetting that weapons are really not the only thing that defines the capability and role of a ship.

Speed, armor, hull, shields, flux, flight decks, crew and cargo capacity All of these have an impact. Sure, the Hyperion is fast, has a good weapon loadout, and the shields and flux of a small cruiser. But it gets hit once and its fried. 

And since it would be so expensive, I don't really see the balance issues. Ok, you can customize the slots on your Destroyer. But you might have been better off spending all that cash you blew on a few universal hardpoints on three or four more cruisers instead.

Balance is a bad argument to ever make against anything other then "And we should make this ship godly and unkillable because that would be awesome" You think the idea is unbalanced? Well then, instead of saying its unbalanced (Which, without real testing is impossible to say one way or the other) and walking away. Suggest a way to put it in balance.

Alex has already stated that in the game proper, acquiring more ships is going to be a LOT harder. So you can't just go window shopping like you can now and easily buy or take anything you want. So no, people probably won't be able to rush to the best ship in the class, they're going to be stuck with what they have. I take it money is also going to be harder to make, and there's going to be more things that need it.

44
Suggestions / Re: Remove type restrictions from weapons mounts
« on: May 21, 2012, 10:43:20 AM »
People seriously underestimate the *** a good team of engineers can do. Oh, a ballistic mount has tons of empty space for ammo? Well then stick a secondary generator and power systems in that for an energy gun. Oh, you need space for Flak ammo? Say goodbye to that secondary generater for that energy gun, and as for balance,

1. Make converting hardpoints only doable at a high quality shipyard.
2. Make it take a lot of gametime, so you can't do it midmission or whatever.
3. Make it expensive, with converting to universal the most expensive.
4. Size is unchangeble. We are not Doctor Who.
5? Maybe make converting a slot to a type that tech level of ship doesn't normally have hurt your ship in terms of hull, flux, armor, or whatever, or make it even more expensive

There will never be one optimal ship design. People with prefer, and disagree over, EVERYTHING. Look at all the people that love the hound for crying out loud. This is also a singleplayer game, so an optimal build will never be really needed, since you're not going up against optimized opponents yourself. I say allowing people to customize their personal ship the the nth degree is never a bad thing. It makes you attached to a ship. As it is now. "Oh I lost my paragon? Oh well better go scare up another. Hi ho- Hi ho, off to kill TT we go!"

45
Modding / Re: Macross,Lotgh,Banner of the stars
« on: May 14, 2012, 10:59:10 AM »
Crest of the stars would be nice. Perhaps one day if we're fortunate enough to have a spriter who likes those series. Crest of the stars wouldn't be too out of place except for the shields and FTL being largely different from theirs.

Although... The crest of the stars take on FTL could make for some interesting battles in a videogame.

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