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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - King Alfonzo

Pages: [1] 2 3 ... 45
1
Suggestions / Minor UI Improvement in Battle Command Screen
« on: February 27, 2024, 02:31:17 AM »
Would it be possible that double clicking an enemy in the Battle Command screen puts the attack command on that ship if it's an enemy, and a defend order on a ship if it's friendly?

2
Mods / Re: [0.97a] Holy Covenant of Kemet 0.0.4f (Boosting Ed.)
« on: February 11, 2024, 10:31:42 PM »
I think it makes sense for the faction to strongly favour their own tech. Personally i found myself more wanting some adaptation to make Kemet weapons more usable on non-Covenant vessels.

The problem is that a lot of Kemet energy weapons break the vanilla energy meta. Dedicated kinetic and high explosive energy weaponry is deceptively powerful on other hulls, hence why Kemet weapons are dedicated to kemet vessels, which have been balanced around them.

I have contemplated 'levelling' Kemet weaponry, but I fear that this might affect the general balance of the faction, as suddenly the flux savings from the Seshat Systems become less significant - to the point of being meaningless, and thus the faction loses it's gimmick.

3
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: February 11, 2024, 10:26:58 PM »
Dear King Alfonzo,
I started some days ago with a modded 0.97a run for which is used your old HMI version but with manually adapted mod_info.json. Your recent update to HMI 0.3.7 sadly broke my save game since you seemed to have removed some assets.
I could fix it by removing all instances of the following lines in the campaign.xml file of my save game
Code
<st>mcg_ml</st>
<st>kane_missile</st>
<st>signpost_med</st>
<st>signpost_sml</st>
Could you consider some empty placeholders for removed assets in your next update, such that outdated save files load but lose the assets you removed (ideally saving would then remove the placeholders)?

I do tend to do this - the Remnant Thumper is still there despite it, too, being destined for the scrapheap. The problem is at what point do you remove this excess content? I felt that with a new game update out, that a lot of people would start new games entirely. Hence, why this version has those removed.

I do understand if you find this particularly frustrating, but this really was the best time to remove this content.

Also

Hazard Mining Incorporated 0.3.7b

-HOTFIX: (Hopefully) Fixed rare CTD crash on generating a new Sector.

DOWNLOAD HERE.

4
Suggestions / A minor quest tweak
« on: February 10, 2024, 10:38:55 PM »
During the extraction from black site mission - would it be possible to add a dialogue option when talking to the Scientist? Specifically if you've killed all the fleets and they mention the merc fleets, you tell him you've already dealt with them and he just looks at you baffled, that there were more than just three fleets.

And then do the funny and spawn five mercenary fleets close to the player.

5
Mods / [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7a)
« on: February 10, 2024, 08:21:46 PM »
Hey, I have a small bug report for HMI Brighton.
The description of the Brighton base assembly hull mod states that it regenerates ammo 75% slower, but it actually regenerates it 75% faster. Either the description is wrong or the code should be
Code
stats.getMissileAmmoRegenMult().modifyMult(id, 1f  / (1f + MISSILE_MULT));
Thanks for making this great mod!

Whoops! Thanks for the catch!

Tried HMI only run and stumbled upon strange thing. Mbeke luncher flight time is only 3.75(600range) and Mbeke turret is 12 seconds (more than 3k range).

This has since been fixed as a part of a wider rebalancing (see below)

Curious if the following is intended:

Around Fuyutsuki there are 2 types of patrols: standard HMI patrols and then "Company Patrols" that tend to have better quality ships. The Company Patrols are always neutral to me, even if I'm 100/100 with HMI. Further they don't seem to take part in attacks on HMI. In my last game a large invasion fleet attacked and the Company Patrols did not assist with attacking the fleets or defending the station. However, they did burn straight for me when I turned off my transponder to try to hide from Ludds wraith so their AI does work, somewhat.

This is not intended behaviour, however I believe I have fixed it.

In the supervillain pack, I obtained and learned a Wolf (Assault) blueprint without problems. However when mousing over it in the ship builder, it crashed with a null pointer error. I think it has to do with the "GreenFlare" StyleID of one of the engines being undefined in the standalone mod.

Thanks for the catch on this, fixed in next version.

Hi.

Since 0.97 dropped, Anthracite, in the Obsidian system, always decivilizes after one and a half cycle. It is because its stability is almost always at 0 because it has too much industries for its size (giving it a -5 penalty to its stability). Therefore, it is "stuck" at 1 stability and any shortage of food causes it to decivilize.

It's weird because it was never happening to me before 0.97.

I've tweaked the economy so this shouldn't happen, thanks for the catch.

I know this says to not use in a pre-existing save. However, lately I have been doing that for a lot of faction mods to introduce their ships/weapons/hullmods into my game while cutting down on the markets they spawn.

Seeing as this adds a ton of markets I was wondering if adding post save would either:

a. crash my game.

b. miss out on story content (not sure if this has any)

HMI could still spawn because I turn on respawning factions in Nexerelin. I'm not a fan of randomized sector to cut down on size of markets.

I honestly don't know if the game will crash or not, but I can guarantee that you'll miss out on story stuff. I suggest that you start a new game if you want to include this faction.

SO.

NEW GAME VERSION.

NEW HMI UPDATE.

This one was more directly focused on HMI's weapons (and fighting the urge to make everything a Thumper analogue). I've gone through and done extensive thinking and analysis of the weaponry, and there's been considerable changes to some weapons, others have been cut entirely, and some have remained unchanged. This should make HMI weaponry more unique and sensible and also desirable. I've also fiddled with a couple of ships and other things in the background.

Hazard Mining Incorporated 0.3.7

-Updated for 0.97a

Weapons:

-Chimboku is now a weak, long range pd laser with a strong movement-inhibitory effect. Now comes in hybrid.

-Medium Xi Liu Projectors now fire three shots simultaneously of variable velocity per shot.
-Medium Mbeke Rocket Turrets now fire in bursts and with faster, but less longer-lived projectiles; now works like an inbetween Locust and a small Mbeke turret
-Andersson MG has been completely reworked; it now functions like a mid range, HE Flak Thumper. Very useful when fighting the Mess.
-Clyde has been resprited.
-F-Type Mining Blaster has been reworked into a mid-range HE Thumper/Mining blaster. Now comes in Hybrid.
-Mining Laser Array has been slightly nerfed in range and damage. Now comes in hybrid.

-Suzuki-Clapteryon now comes in hybrid.
-Slightly nerfed the Baffler by making it's cooldown between bursts longer.

-HK-101 Rifle is no longer modular, and only shows up on the Shell now.
-Removed Signpost, McGuyver and Kane weapons; already existing weapons fulfil the same role and better.

Ships

-Locomotive now has two large composite slots on it's rear module, and an OP increase; should help it be more competitive vs other capitals
-Junk has been buffed with larger mounts and more OP; should now be able to turn away smaller enemies easier.
-Brasher has been resprited and given a buff; should now be a lot angrier.
-Mulligan and Mulligan (P) reworked to be more in line with the Grendel; they should still be garbage ships, while also being a touch more threatening in combat.
-Khorkoi's Jackhammer now reloads
-Bombardment drone now moves faster.

General

-Added a lot of silly MagicBounties.
-Added some content if Industrial Evolution is also installed.
-Fiddled with campaign markets a touch (Thanks SelfControl!)
-Added new [SECRET CONTENT] content, and tweaked some existing [SECRET CONTENT] content.
-Drastically improve [SECRET CONTENT] hullmod effect and fixed the typos
-Fleet sizes from [SECRET CONTENT] should be more reasonable
-Moved [EXISTING CONTENT] away from the Abyss.

HOTFIX 0.3.7a
-Fixed CTD if using random sector mode.

DOWNLOAD HERE.

Brighton Federation 0.0.3c
-Updated for 0.97a
-Fixed Missile Reload being incorrect (Thanks chdcl!)
-Moved Dieman down on the star map to get away from another mod's Boss Faction system

DOWNLOAD HERE.

HMI Supervillians 0.0.4e
-Updated for 0.97a
-Fixed problems with incorrect engines on Wolf and Fury Prototype ships (Thanks vicegrip!)

DOWNLOAD HERE.

6
Mods / Re: [0.97a] Holy Covenant of Kemet 0.0.4f (Boosting Ed.)
« on: February 10, 2024, 07:05:53 PM »
I'm not entirely sure this was needed? At least for me, the way the flux cost reduction applied to everything already made the use of judiciously-selected non-Kemet weaponry exceptionally attractive; a heavy blaster or two with enough Kemet weapons to keep the flux cost reasonable, for example, packed a well-worthwhile degree of added close-range punch.

On the other hand, I'm not entirely sure it wasn't needed, and the extra range certainly opens up more options. I guess I'll just have to do some playing and see how it feels!

Hope you have fun with it!

I was also thinking on this as well - right now Kemet punishes beam weapons (so Tachyon Lances, Phase Lances, and HILs aren't incentivised) while also over-enhancing Kemet weapons choices. I was honestly contemplating just giving the 200 range bonus to all energy projectile weapons to be honest, to make other weapons more attractive to mix in, and rely just on the flux savings to incentivize Kemet weapons. Right now I think it's in a good position? I Hope?

7
hey man, I'm working on a PMC for my mod domain reformed. Mind if I have a look at your data.campaign.econ.industries.GMDA_CondHQ code?

Sure, go for it. Most of it is based on the Lion's Guard and Military base codes with some tweaks for the Luddic Path Fleet codes.

How to deactivate this mod in an existing save without crashing?

You can't unfortunately.

I have heard numerous complaints about GMDA, and be assured I am thinking deeply on how to make them work. Heck, even I have stopped activating the mod when I play.
Right now they're too irritating to fight against and not really 'fun'. I'll be updating the mod here for 0.97a as is, but I am entertaining ideas on how to adjust their behaviour, or maybe even overhauling them into something else completely.

Grytpype and Moriarty Defence Authority 0.9.9h

-Updated for 0.97a

DOWNLOAD HERE.

8
Mods / Re: [0.97a] Holy Covenant of Kemet 0.0.4f (Boosting Ed.)
« on: February 10, 2024, 06:48:16 PM »
A New Game Version Update

UPDATE 0.0.4f
-Updated for 0.97a
-Seshat Systems, in addition to giving Ka and Ma'at weapons a 200 range boost, now also gives a 100 unit range boost for all other energy projectile weapons. This should, hopefully, make using non-Kemet weaponry on Kemet ships more attractive.
-Added some content if Industrial Evolution is also installed.
-May have tweaked some stats to fix some AI issues.

DOWNLOAD HERE.

9
Mods / Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
« on: February 10, 2024, 06:36:22 PM »
The "Improvised Explosive Ship" hullmod doesn't seem to be working like its description indicates.  It says it completely prevents recovery of the ship once it explodes, but numerous times I have fought the Pathers, and Dram(IED)s or Phaeton(IED)s that blew up during the battle are recoverable just like any other wrecked hull.

Annoyingly I haven't figured out a way to ensure it never comes back if someone takes the right skills. The best I can do at the moment is inhibit it's ability to come back.

any chance of a 0.97 release?
Right now!

You can just edit mod_info.json to change its game version to the current one. I doubt anything will break.

Pretty much.

Anyway.


Luddic Enhancement 1.2.6e

-Updated for 0.97a.
-Christopher loses Distributed Fire Control, and gains a worse version that still allows for range boosting hullmods.
-Lots of tiny little changes and tweaks


DOWNLOAD LUDDIC ENHANCEMENT HERE

Luddic Enhancement IED 1.2.6a
-Updated for 0.97a.

DOWNLOAD LUDDIC ENHANCEMENT IED HERE

10
Modding / Re: [0.97] Utility Mod: Obvious Neutron
« on: February 10, 2024, 06:11:31 PM »
Updated for 0.97.

Nothing else.

Spoiler
Except it didn't really need to be updated, this mod works just by updating the game version in the mod_info.json. But for those of you who don't know how to do that - the mod has been updated for you.
[close]

11
Suggestions / Tie weapon health to armour values
« on: January 22, 2024, 01:46:34 AM »
As the thread title suggests, if the ship has higher armour, then the weapons should have more health points, and converse. This would help shield shunt, high armour builds resist being perpetually stunlocked by direct damage to weapons, while still being a factor for lower armour ships. It is also logical, with more armour then weapons would in turn be more armoured. In these circumstances the argument could be made that armoured weapon mounts would be rendered useless, but if the armour bonus and recoil reduction bonuses were reversed, then armoured mounts becomes a lot more useful for longer ranged builds.

12
Suggestions / Added Hullmod Ship Pips
« on: September 29, 2023, 11:51:50 PM »
In the fleet screen you can see dmods as orange pips, and S-mods as green pips.

Would it be possible to enable certain hullmods to give different coloured pips? For instance, Safety Overrides giving ships a red pip, so you can see at a glance which ships have SO and you need to consider how to approach. Or maybe if you have a custom hullmod that significantly changes the way the ship works, you can give it the red pip, or maybe a purple pip with a special hullmod, etc.

13
QUICK HOTFIX

HMI Update 0.3.6b

-Fixed Locomotive's glitched weapon arcs

NOT SAVEGAME COMPATIBLE WITH VERSIONS BEFORE 0.3.6a

DOWNLOAD HERE

14
AND IT IS FIXED.
ALONG WITH SEVERAL OTHER THINGS.

HMI Update 0.3.6a

Changes:
-Moved [REDACTED] content from HMI to Brighton Federation where it belongs (main source of savegame incompatibility)
-Made the [REDACTED] fight spookier...and infinitely more cruel.
-Update visuals on [REDACTED] ships, and added some missing [REDACTED] ships to Opuntia and [REDACTED], also made certain planets that should be inhabitable very difficult to colonise.
-Split off Church of Eva from Luddic Path; should now be less gamey for smugglers.
-Added some [SECRET CONTENT]. The framework that adds this I plan to use for future [SECRET CONTENT].
-Buffed and nerfed some Remnant weapons, particularly the beam weapons.
-Pummerer Carbine is now more obviously a PD Thumper in visuals and utility.
-Fixed a couple of bits and pieces (Thanks Wyvern, Network Pesci, Vicegrip for the catches!)

NOT SAVEGAME COMPATIBLE.

DOWNLOAD HERE.

Brighton Update 0.0.3b
-Added Nova (BRV)
-Added Apex (BRV)
-Moved [REDACTED] from HMI to Brighton Federation, where it belongs.
-Changed how [REDACTED] works; instead of it being a fight against hullmod spam, the new [REDACTED] should hopefully give a more varied experience. Includes new [REDACTED] ships and completely reworked [REDACTED] ships.

NOT SAVEGAME COMPATIBLE.

DOWNLOAD HERE.

Supervillians Update 0.0.4d
-Fixed the 'Terminator Engine Drone Crash'.

SAVEGAME COMPATIBLE.

DOWNLOAD HERE.

15
Mods / Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« on: August 11, 2023, 09:48:42 PM »
Hi there! Got another bug with HMI-Supervillains as standalone:
Code
10687690 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.String.super(Unknown Source)
at com.fs.starfarer.loading.specs.String.String(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.while(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.ÓO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Happens 100% reliably about a second after starting a fight against a pirate bounty target fleet containing: Odyssey, Aurora, 2x Arachne, Appeasement, Noble, Omen, Shade, Tempest (Mk. VII), Songbird (TT). (As in, combat starts, I set out initial orders, unpause, ships start moving, crash.)

I'm not sure if this is an issue with one of the hulls, or with one of the weapons installed on the hulls, or what exactly... but if I install the main HMI mod and load up the same save, the game doesn't crash and I can get through the battle.

(If I had to guess, I'd actually bet on it being an issue with the Tempest 7's drone, since that wouldn't launch until shortly after battle start, and maybe if there's a missing description for it, or for its system, or for one of its weapons... But that's just a guess.)

Well I'm a fool - I forgot that I had custom engine styles for the terminator drones, and forgot to move them voer the SUpervillians. One moment, will fix.

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