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Messages - Euripides

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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.

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 01, 2021, 10:03:11 PM »
I find the Calm to be a decent workhorse. It's very survivable thanks to the drones acting as throwaway/replaceable armor, which tends to save the ship when it gets its shields knocked down.

I've yet to find any better weapon for it than a pair of those medium gauss guns. Hypervelocity drivers or something. Good damage soak and provides a lot of long range anti-shield for other ships to exploit.

General Discussion / Re: AI fleet that can win against REDACTED?
« on: May 01, 2021, 08:26:27 PM »
some frigates with phase lances and 150+ speed and decent survivability
some cruisers with advanced optics and tachyon lances and decent speed to stay at range

if you have capture points on the tacmap set them all to capture, captured points causes the enemy AI to break its formation up and string itself out across the map making it way easier to isolate and kill stragglers with your phase lances frigates

Suggestions / Re: Black Hole Interaction with Stars Maybe?
« on: May 01, 2021, 08:16:19 PM »
And now you want to add the three-body problem?
That is not what I said, that is not what I suggested, and that doesn't even make sense

There is no physics simulation, this isn't an issue.
You don't need a physics engine to have accurate representation of solar systems and masses orbiting each other

Even if you added a physics calculation for solar system generation it doesn't mean you'd need to do perfect physics simulation /anyway/

Suggestions / Re: Tempest Nerf Options
« on: May 01, 2021, 08:06:03 PM »
It's good because its fast with 2 medium energy mounts
Its ability and its drones could be removed and it wouldn't change how good it is.

Anyway this is a single player game these kinds of things dont need balance, we need more interesting features and gameplay mechanics instead of fiddling around with whether x frigate is balanced or not

Suggestions / Re: Black Hole Interaction with Stars Maybe?
« on: April 29, 2021, 05:38:33 PM »
I'd like the star system generation to respect kepler's laws

things should orbit their barycenter; binary and especially trinary systems in starsector are very very very far off how they work in reality.

Suggestions / Re: Return building in SO with cost of 2 story points.
« on: April 29, 2021, 05:34:21 PM »
Story points shouldn't be spent to build in hull mods at all

This gameplay change only revealed an inherent problem with hull mods - you are fighting for weapon/venting/shield slots and 99% of the time the cost isn't worth it.

All I'm doing now is building in heavy armor, hardened shields, and integrated targeting on every ship because those are the most expensive and most useful.
Then, I don't even bother with other hull mods because they do next to nothing worthwhile compared to their OP cost.

I would prefer an alternative system where hull mods take up their own slots, and hull mod slots are available on a case-by-case basis but generally with low-tech favoring lots of hull mod slots, and high tech favoring very few.

So for example, a low tech ship may have 6 slots to work with, a midtech may have 4, and a high tech may have 2.
Rather than paying an OP price for each hull mod, you can just put whatever hull mod you want.

This will typically mean that high tech ships are getting integrated targeting and maybe hardened shields, while a low tech ship would have integrated targeting, hardened shields, heavy armor, safety overrides, flux vents, etc...

This means high tech ships tend to be more specialized, low tech more do everything.

I'd take this a step further and get rid of most hull mods that are simply increasing shields, adding damage, adding range, etc. We need more interesting things than stat buffs.

That's my 2 cents on it anyway. Whatever it may be, I just don't think the current system of paying OP for hull mods works and the above is just one idea to try and get away from that.

Mods / Re: [0.95a] Scy V1.64rc4 (2021/04/29)
« on: April 29, 2021, 04:31:40 PM »
I just don't understand the use case of this weapon given all of what you've said.

Other PD weapons will kill fighters all the same but also target missiles and almost universally do this for lower OP cost on an individual basis before even considering hull mods which the vast majority of PD weapons don't even need.

Simply put, trying to use Needlers as a point defense weapon means paying 2-3x as many OP as comparable weapons for marginal if any performance improvement. Just to get Needlers on the same playing field as all other point defense, you have to add the integrated point defense hull mod, but then if I'm using that why would I use Needlers and not one of the many other small turrets that would be even deadlier against missiles and fighters and don't normally target them?

And this is before getting into the issues I am seeing with Nano needlers have extremely unreliable tracking and shooting.

On paper the DPS and beam mechanics make them sound amazing for PD, but in actual practice they are completely outdone by vanilla PD weapons at nearly half their OP cost; directly contrary to your statement that they are the best possible PD weapon in the game. That's honestly all I can say on it, as you are convinced these are amazing and perfect, but I keep trying to use them and routinely find almost any other PD weapon being better - not just because they don't need hull mods to work, but also because they reliably track and shoot missiles, which I had assumed was a bug but it seems the needlers are 'working' as intended.

That's as much feedback as I can give.

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