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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - CitizenJoe

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Actually, now that I'm testing it, something is up since the latest update. I replaced the ruthless settings with vanilla settings and combat ratings are still tanking in general even with flawless battles against similarly sized fleets. Even after changing to vanilla settings, One of my fast carriers, over the course of 5 fairly large battles, has killed roughly 6 frigates, tanked zero damage, but has gone from 51% and confident to 40% and insubordinate

Hey, just wanted to add that the mod's default ruthless sector config isnt really working great. Its pretty much guaranteed that any ship participating in a low-difficulty battle will lose combat rating if it takes even a single glancing hit to armor and will seemingly never gain any rating for winning even on a flawless victory. Captain confidence also seems to steadily decrease if you regularly engage fleets significantly weaker than yours. Dis-incentivizing engaging in combat seems a little odd.

Mods / Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
« on: August 09, 2019, 02:53:50 PM »
Hey, I think the Ballistic Assault Suite on the TT Hammerhead is busted. Seems to increase weapon range significantly instead of reducing it

Mods / Re: [0.9.0a] Diable Avionics 2.03 (2019/02/19)
« on: March 08, 2019, 08:33:21 AM »
Its definitely around. I found one drifting in hyperspace a while back

Well I know for a fact it can't happen with Diable Avionics 1.83 RC3, Nexerelin 0.8b and Starsector 0.8.1a RC8 (just retested).

For the Prism Freeport restriction: I'll change the check so it can by bypassed only by changing rules.csv at least.

Cheers.  <3 u

Also, reinstalling the game (twice) seems to have fixed the problem for me.

Do you have the latest version of Diable?

Yes, I just downloaded everything again to test just to make sure.

When trying to start the game with diable avionics faction, the game crashes to desktop with a fatal null exception. Looking at the map when spawning on a different faction, it appears that DA doesn't even spawn anywhere on the map whatsoever. I've tried starting a new game with only Nexerelin, Diable, LL, and GL enabled and both of those still happen. Options selected before game start are irrelevant as far as I can tell.

170141 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
170141 [Thread-10] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
170299 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocationDescription(
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocatedString(
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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$ Source)
at Source)

Also: is there any chance we could get an option to spawn the prism freeport from nexerelin even when scy is installed? The scy one ignores the prism configs nexerelin has like the number of ships/weapons allowed (and otherwise seems iffy with the rate certain things spawn. I haven't seen a single boss ship there and the weapon selection is terrible compared to Nex Prism freeport) and I'd really rather not have to remove Scy just for that.

Mods / Re: [0.8.1a] Ship/Weapon Pack 1.2.0
« on: June 07, 2017, 11:49:10 PM »
Is it intended that none of the IBB Ships show up in the codex entries? Its kinda making me worry that the mod isn't working properly. I'm only running SWP graphicslib and lazylib

Mods / Re: [0.7.2a] DynaSector 1.0.1
« on: April 23, 2016, 02:03:53 AM »
So not even the skill changes are being kept? Tis a sad day indeed for carrier fleets.  :'(

Really though, awesome work. We all appreciate the amount of effort you put into all of your mods Dark. Don't kill yourself working on 'em ya hear?

Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 12, 2016, 05:36:21 PM »
So Dark, what is happening with the IBB? Some of the bosses on the chopping block like the Lancehead and Stheno don't seem to be particularly offensive in any way and provide some pretty interesting fights. Is it because of buggy behavior, lack of distinction from the original ship classes, or some other reason?

Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 12, 2016, 02:00:43 PM »
Seems a little odd to just remove over 1/6th of the boss ships. Whats the reasoning? Are they being replaced with something else? I like the psychedelia  :'(

Mods / Re: [0.7.2a] The Knights Templar 0.9.5g
« on: April 11, 2016, 11:27:22 AM »

Edit: Pff, burn level 6? That isn't scary :P

Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 10, 2016, 10:06:18 PM »
Yes, adding BRDY (which appears to be vanilla-balanced) substantially reduced starting supply prices, I will see if this holds. Thanks for the info! Can't wait to have THI back though.

Theres a hotfix for THI on the 8th page of its thread  :)

Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.
Go into ss+/data/factions, open up the factions.csv file and comment out/delete the player_npc entry. That'll limit the ships to whatever you've specified in Nexerelin's player_npc.faction file.

Thats basically exactly what I was looking for. Much obliged!

Mods / Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« on: April 09, 2016, 11:12:36 PM »
All in all, load up on your PD, take out the mechs, and you should have no problem taking out the ships left behind.

I dunno about that. The battleships at least are pretty powerful in their own right. With a level 40 character I can go head to head with a Paladin, 4 Crusaders plus some frigates using just a Maelstrom and win pretty handily if I'm careful. I also got absolutely murdered by a couple of pirate maelstroms with lightning guns and small rescons about a few hours ago after clearing a bunch of their fighter screen.

New to starsector and it's mods, but so far DA is my favorite :) love the aesthetic, and I like the idea of running a "battlestar Galactica" style fleet that's heavily dependent on fighter support. Currently using SS+ (even tho it makes things chug a lil) just for the "wing command" skill. I haven't played enough to know for sure, but I think it'll really help the DA fighters cover up their weaknesses, which on paper seems to be just below average speed and a general lack of shields. If anyone has any faction-specific tips for beginners with these I'd love to hear them.

Well Diable ships seem to work best with builds that operate at standoff distances while using fighters, and occasionally flicker cores to keep the enemy at arm's length. And on that note, I have gained an all new appreciation for the lightning gun after being killed by the aforementioned pirates. Give it a go, its really good at killing smaller ships (or anything you can keep at a distance really).

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