Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Euripides

Pages: [1] 2 3 ... 6
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: April 19, 2023, 07:32:34 PM »
Pirates definitely need fleshing out, but this just seems to be another OC faction with more ships/guns and few interesting gameplay changes.

I guess I'm just a negative nancy but I'd really like to see campaign and gameplay changes, not more ships and guns added to the game.

Mods / Re: [0.95.1a] Starpocalypse 2.3.2 - more apocalyptic settings
« on: April 16, 2023, 01:37:05 AM »
748279 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/alcoholism/itemPlugins/AlcoholItemPlugin
java.lang.NoClassDefFoundError: com/fs/starfarer/api/alcoholism/itemPlugins/AlcoholItemPlugin
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(
   at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
   at com.fs.starfarer.loading.X.getNewPluginInstance(Unknown Source)
   at starpocalypse.helper.DropTableUtils.removeBlueprintPackages(
   at starpocalypse.StarpocalypseMod.disableBlueprintDrop(
   at starpocalypse.StarpocalypseMod.onApplicationLoad(
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.alcoholism.itemPlugins.AlcoholItemPlugin
   at java.lang.ClassLoader.loadClass(
   at java.lang.ClassLoader.loadClass(

Not sure what's conflicting where, but this mod seems to be broken after I updated a few other mods

Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: February 02, 2023, 12:25:01 PM »
The PD Assault Conversion hullmod says it increases PD weapon damage by 25%

But it is actually increasing PD weapon damage by ~1.67%

40 damage -> 41 damage (actually about +0.67dmg) ; a 25% increase would be 50 damage

Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: February 02, 2023, 12:18:12 PM »
Draft is ok so long as it never gets hit from the side

I've tried a lot of range mods, high range weapons, missileboating etc. to make it work at long range so things stay in front of it, and the simple fact is that it just won't. You'll always get more mileage and better returns from a ship that has shields.
The problem is that missiles and fighters are too commonplace, and in any fight beyond maybe 5 ships it is inevitable that something will take a shot at the side of the draft while it's engaging something else and it just doesn't take much to kill it this way.

It's a neat concept but without being able to block some side hits and kill fighters/missiles better it simply can't cut it, not even for its low deployment cost.

If I were to try improving the design, I would add smaller, thinner, and weaker side armor blocks that work like the front armor block, and buff the Drafts' point defense capability probably with a built-in IBIS with a 240 degree arc facing the rear. This shores up its biggest problems by providing a little better PD for killing missiles and fighters, and provides some side armor so those stray hits don't blap it instantly.

Suggestions / Exploration
« on: January 29, 2023, 04:07:24 PM »

Exploration addition that takes time and money to provide more salvage

  • Hire specialists from Galatea, pay their salaries, put them on planets with ruins, slowly acquire blueprints and salvage over months/years instead of instantly from orbit
  • Provide marines so they can access more dangerous ruined areas

Maybe provision with ships as well? Might be too far out of scope of the idea, but logistics ships with salvage gantry, cargo space, etc that can be given to the exploration and salvage team to improve results
Maybe automated transport of equipment to a designated storage location
Maybe tie event chains into excavations similar to what happens in Stellaris
Maybe replace current salvaging with this process outright (might be too tedious/annoying and reduce the gacha fun of opening lootboxes in new systems, so as an addition rather than replacement is probably better)

Higher costs and risks would result in better rewards; loot tables for planetary ruins could be adapted to have fewer expensive items like AI cores and more common items like supplies
Probably good idea to mark ruins that could provide more useful more expensive items; (Planet fortifications, "This planet has extensive fortifications scattered across its surface" more weapons, heavy armaments, ship hulls from salvage team) or something like that

Suggestions / Burn Levels
« on: January 29, 2023, 03:44:43 PM »
Suggestion/personal theorycrafting

All fleets operate at the same speed in the campaign map (maybe this isn't even necessary but I just don't like this disincentive of capitals being to make the game a slog - traveling slower)
Burn level determines which ships in a fleet interact first in a battle rather than determine fleet speed

Higher burn ships enter the battle first, then after some time, lower burn ships become available as reinforcements. (I think this should be fairly short, like 1-3 minutes between waves)
If the current burn level of ships is all destroyed the next burn level immediately enters (with a 10 or 15 second warning/delay to allow retreats of heavily damaged ships, etc)
The lowest burn ships in vanilla are burn 6 I think? At 1 minute between waves it would take 4 minutes for burn 6 ships to enter the field
Maybe a catchall level above 10 for anything with more than 10 burn as well

  • This lets frigates remain viable later on in campaigns rather than getting instablapped by capitals
  • Allows players to continue having a full mix of ships in campaigns and battles
  • Provides incentive for fleets to not simply be capitals vs capitals
  • Introduces new strategy in fleet composition
  • Helps keep battle sizes smaller and more performant
  • Introduces opportunity for new hullmods
  • Gives another balance lever for some ships (e.g. very tanky frigates with burn 7, very light capitals with burn 9)

and well basically gets rid of the annoyance I have with burn levels = campaign speed
everyone uses the Ox to drag their slow ships around at full speed in campaign anyway so I don't think many people are going to miss it; who even likes traveling at 12 burn around the map?

Suggestions / Re: Removing free storage
« on: January 29, 2023, 03:04:47 PM »
abandoned space stations are fine
but storing equipment there and not getting it stolen isn't

Maybe there should be some sort of interim between having a colony and nothing? Claim a starbase, pay local tax and fees for security, upgrade starbase for production of starships and equipment that you've discovered. Something that lets you get into colony management side of things without going the whole way.

I don't think markets are the cause of any slowdowns. They're doing updates like 10 times a month I think, it's not very fast.

The single biggest cause of low FPS comes from the hyperspace storms.

Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: January 28, 2023, 07:37:32 PM »
This is partly a reminder for myself

Recson V
Phase Lance
2 cheap finisher missiles

Recson V
4x diable micromissile
ECCM hullmod for bonus to SRAB and minimissiles

if anyone happens to be looking for decent fits using DA+vanilla, these will work.

Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: January 26, 2023, 09:00:18 PM »
That's unfortunate. Most of the logistics ships added by mods aren't civilian flagged, even in vanilla about 1/3rd to 1/2 of the logistics ships aren't civilian tagged either.

Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: January 26, 2023, 08:36:04 PM »
Building in Efficiency Overhaul as an S-Mod does not provide a 50% reduction to fuel/supply use or minimum crew as stated, but does provide the +20% combat readiness and +100% CR recovery rate

How long do famous derelicts/fleets last?

EDIT: It was an issue with Tahlan Shipworks, there's a beta update on Discord for a fix if anyone else gets this issue

Throwing an error as I try and start a new game:

412129 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
412378 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.lang.ClassLoader.loadClass(
   at java.lang.ClassLoader.loadClass(
   ... 18 more
412578 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
412578 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]

Not everyone has discord, or knows where in the discord channel to find such a thing

for such people I can provide a link to to the Tahlan Shipworks beta:

Modding / Re: [0.95a] Objects Analysis 002
« on: March 06, 2022, 03:27:52 PM »
Personally I would just roll this functionality into the sensor ping ability:

Simple version:
- remove the list of items detected
- always get a return ping cue if there's something, somewhere in the system; no range limit

More complex:
- provide directional audio cue to the return ping; closer objects have faster and louder return ping sounds, further away becomes indistinct and muffled. Different objects have different sounds
- provide imprecise visual cue to the return ping; closer objects have stronger visual cue and narrower directional arc. Different objects have different colors
- possibly also some method of filtering returns, e.g. if you don't want to detect in-system fleets, or planetary orbitals

Encourages people to ping from 2-5 points in the system to pinpoint objects in the worst case. Maybe even make the system map interact-able so you can write on it.

This incorporates two human senses, mimics how signals are triangulated in real life, requires little more mechanics than simply hitting the ping button, makes it easier to know if a system is empty, makes it easier to pinpoint objects, makes it easier to know imprecisely what the object is. May come with the downside of busy systems having so many ping results you lose the signal in noise.

I honestly think the entire sensor system needs a rework from the ground up. Highfleet's radar mechanics are amazing and fun and should be design/mechanic inspiration for a starsector sensor rework.

General Discussion / Re: Vapourware?
« on: March 03, 2022, 10:24:24 PM »
It's not vaporware but the game definitely doesn't get the development attention it used to get years ago. It is, quite honestly, borderline abandonware. I think the guys working on it really do so on their off time and when they feel inclined, so it's not unusual to see the game get no blog posts or updates for 3-6 months at a time or longer.

Updates that do come along seem to be more spur of the moment type of things rather than dedicated systematic work, and there's no roadmap showing the community what milestones are being met and what timetables are being kept to like I see with other early access games, so its impossible to even know if there's actually work being done or it's now a one-day-a-month project.

It's a good game, but it's basically finished. I wouldn't hold my breath on much else being added to it.

Pages: [1] 2 3 ... 6