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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - Soda Savvy

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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: September 17, 2022, 10:17:37 AM »
The beta patch from last night seems to have this crash once the first month rolls over.

586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - Daemonic Incursion - Market
586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - Daemonic Incursion - Gates
586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - Daemonic Incursion - Ships
586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - The Daemonic horde awakens
586941 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.campaign.Faction.setRelationship(Unknown Source)
at data.scripts.tahlan_ModPlugin$TahlanTrigger.reportEconomyMonthEnd(
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

General Discussion / Re: Is it time to get rid of Blast Doors?
« on: August 15, 2022, 07:10:49 AM »

So I really don’t like how crew works at the moment. But crew experience also doesn’t work that well either.

The main problems is that crew is kind of a maintenance chore you do rather than a mechanic you interact with for the most part. With supplies and fuel you’re always interacting with them. They’re the primary means by which you determine how long you can fly.

But crew only pops up when you take big losses… in exactly the same situation supplies also pop up. As a result crew is actually pretty extraneous. It’s neither a long term supply or a resource it’s just “supplies but you forgot about it for a bit”.

Is there a better way to handle it? Maybe. But I am not sure what it is. At least in terms of a resource.

My initial thought is that you could do away with crew as a resource in total but have crew as an aspect of each ship. Just as you have a Hull and CR slider you would have a crew slider.

The crew slider would go down with combat damage in two portions. One would be losses, irrecoverable, and one would be wounded, long term ish recoverable. Once the crew slider was under the skeleton crew percentage CR would be limited because the ship was no longer sufficiently crewed.

In this method you could have ship crew experience again because there no longer is Jenga. Ships have their own crew and so their own experience bar and losing crew has the same effect on crew experience as it used to.

Going to a starbase would let you refresh your crew but as the cost of experience.

You could then make spare crew into pilots and marines. And it should be far easier to have pilots and marine experience

This, or something similar, would be the best option I'd think. Especially considering that when one thinks about it, the sector doesn't exactly have population to spare for some factions while they do in fact have ships to toss at the problem. Reduce how many people are needed for ships lorewise. Maybe redo fighters to actually be manually controlled drones, so experienced carriers do a bit better as their pilots have survived longer, etc.

If you satbomb any planet, just make it so that from then on out, no one wants to immigrate to your colonies except pirates or something. Good luck exceeding size 4 anytime soon.

Also, maybe do what Highfleet does when you use nukes.

Honestly, it's too easy at times to get away with being a drain on the universe.

Blog Posts / Re: Uniquifying the Factions, Part 1
« on: March 20, 2022, 10:03:18 AM »
In regards to the whole range vs tech level thing, everything in the combat field is an abstraction after all, and gameplay comes first when at all possible.

However, one could perhaps look at it from this angle: As everything is abstracted, and we know Starsector ships to be torchships, consider the following: Weapon range cutoff just represents the range at which targeting brackets and rounds are more likely to miss than hit. Some ballistic weapons go further simply because ballistic rounds keep on flying well after an energy weapon has diffused from distance.

Lowtech just puts out so many shots that one is more likely to hit sooner or later, compared to that tachyon lance or laser which might still hit the target, but at such a range it's a mere tickle.

Now, to Alex: We're getting a ton of amazing new military ships, but have you considered adding an extra civilian ship or two to round things out? It does seem odd at times there's a hundred plus military ships but only, like, 1 bus.

Suggestions / Re: Very Easy Difficulty
« on: October 26, 2021, 08:22:05 PM »
I'm vaguely reminded about my time messing around with Total War Warhammer. I had a lot more fun in the actual combat than messing with the overworld.

Starsector is good enough on both that I have fun with both modes, but I do understand the idea behind certain parts of gameplay just not clicking that well.

Especially when the combat is already so good that if one doesn't get along with the strategic side it can feel like adding a city builder to Street Fighter or something equally silly.

Suggestions / Re: Bombardment mission only against open hostility
« on: June 14, 2021, 01:17:16 PM »
As bombarding planets disrupts my ability to turn a profit(along with blowing up potential vacation spots), I should have the option to shoot the meat calculator requesting such actions to begin with.

Suggestions / Re: Nerf the doom cruiser
« on: June 05, 2021, 02:10:23 PM »
Ignoring that half the time phase ships are (for me at least) annoying to fight and boring to play, the Doom's system is just dull. It's the equivalent of a 'Spawn Bomb on Target' console command.

Why can't it have something more interesting and befitting the name Doom, like a ship system that shuts off flux dissipation in the target, or locks the shields on for a few moments, or shuts down fire control for point defense.

Each of those are things that don't take away control from the player when on the receiving end, but force an immediate reaction of some sort to avoid imminent doom, while still suggesting imminent doom. All three also would require the Doom to dephase and engage directly, while still risking return fire.

Blog Posts / Re: A Tale of Two Tech Levels
« on: June 05, 2021, 01:57:38 PM »
How does the new shieldless ship deal with Omega weaponry with all their armor eating and whatnot?

Suggestions / Re: Fog of War on outer stars
« on: May 21, 2021, 04:42:55 PM »
Behold, it has already been done! To a degree at least.

Not sure if it would still work with the current version though.

I recall it being a bit annoying after a while, basically turning the hyperspace map into a new and improved version of bobbing for sensor contacts.

Fighters and Bombers in the game are literally made by autoforges on the carriers and sent off to get blown up in short order. They don't have a lifespan beyond ordnance delivery half the time, and I'm pretty sure none of them ever actually survive an entire fight outside of really small skirmishes.

This doesn't make sense in a setting that has factions fielding fleets of thousands out of populations of in many cases less than a few million. Signing up to be a pilot, or being drafted to be one, is basically a literal death sentence and just throwing lives away from a constantly shrinking pool.

All fightercraft should be drones remote piloted from the carrier. Maybe the further away from the carrier they get, the worse their performance can get due to light lag and enemy ecm/eccm. Actual drone fighters could avoid any such negatives by virtue of having an onboard ai core.

Or just straight up the ability to tell the idiot that you need its help on another planet, or with your fleet fighting space gribblies.

General Discussion / Re: A Professional Critique Of Story Points
« on: May 03, 2021, 06:31:01 PM »
Maybe the problem in certain cases is that the options to circumvent the regular rules are tied to the points, instead of tied to dedicated alternatives?

Instead of using a story point to escape an ambush, have an option to do something like a 'Tactical drive field collapse' or something similar that can't be done again until you both get to a shipyard and purchase a supply limited(as in, planet Y only makes X per cycle) item. It's there for when you really need it, it makes more sense, and it can't be spammed.

For speech checks, why not tie that to faction reputation or fleet size? It's easier to threaten a pirate when you have an Onslaught. It's easier to talk your way out of an inspection if you're well known and liked. But don't do it too often or they might call your bluff.

Hull Mods is a whole other can of worms, especially considering so many are considered 'Essential' for many people. Maybe the problem in that case is that too many of them are straight benefits over sidegrades.

Suggestions / Re: Tempest Nerf Options
« on: May 01, 2021, 01:29:58 PM »
I agree with Grievous69. Tempest is fun as is, and is honestly only 'overpowered' because there's nothing else other than high tech frigates to compete with it.

Everything else needs to be brought up to par.

Skills can make it a bit silly, but skills make everything a bit silly at the moment.

Nex has a few features that are good, but a few that don't quite work for coherency. Scripted story related invasions? Those would work. Regular Nex? Gets pretty silly rather fast.

General Discussion / Re: Would you be interested in a Mod Manager?
« on: April 27, 2021, 11:44:37 AM »
The vanilla launcher already has #1 and #2, #4 is already here on the forums, and at least for myself #5 wouldn't be much of a use with how often I either go through a run or just start a new one. #3 maybe. I feel like it would still run into issues with the very scattered frequent hotfix nature of a lot of the mods though. And everyone would still end up on the forums for feedback, updates and bug reports anyway.

In this specific case it's really just adding an extra step to get in the way of what's already there. The program equivalent to having a valet. It's faster and easier for me to just walk to my car and get in myself.

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