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Messages - Spess Mahren

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31
I finally figured out enough java to edit, recompile, and run a jar and despite some hiccups I think I know why you can't build the shadowyards station at station markets.
I went into MS_orbitalStationChecker.java and found this code.

boolean canBuild = market.getPlanetEntity() != null &&
(player.getRelationshipLevel(shadow).isAtWorst(RepLevel.WELCOMING) ||
Global.getSector().getPlayerFaction().knowsIndustry(getId()));

I removed market.getPlanetEntity() != null && to change the code so it only checks for the station blueprint or the necessary reputation with shadowyards. I came to the conclusion that market.getPlanetEntity() only checks that a market is a planet but I'm not sure if it does anything else. My edit runs seemingly fine and after testing in the campaign I can now build the station at station markets if I have the blueprint or if I have the reputation. I'm thinking you can just cut that single piece of code and the problem would be solved.

32
I went back to test the nidhogger lance with only lazylib, magiclib, graphicslib, console, practice targets, and shadowyards enabled. The lance had the exact same issues as before so I don't believe its a mod conflict. Most of my testing was in the simulator of the stampede shadowyards mission. I now believe that the initial 4k damage hit on hull/armor is also bugged and does not occur, so all the damage is just from the pierce and periodic damage. I also found that when the lance overloads shields it sometimes continues into the hull/armor doing damage which I doubt is intended. I discovered that the bug seems somehow related to the total amount of damage the pierce effect from the lance has done in a battle. Testing in the campaign simulator with allied ships and the console showed me that if you buff up a buffalo MK2's hull, armor, and resistance to energy damage via vanilla hull mods eventually the lance will stop doing damage to it and fail to kill it, I then brought in another duplicate buffalo MK2 and the lance did no damage to it even on the first hit. Finally I noticed the EMP damage does not pierce but that may be working as intended.

33
Good to see the mod get a update, just two things I wanted to mention. First is that the nidhoggr lance works correctly when hitting shields and seemingly on the first hit to a targets hull/armor but after that hits to a targets hull/armor do no damage. Also I want to ask if the nidhoggr is intended on hits to hull/armor to have a 4000 damage initial hit and then the pierce effect that does up to 4000 total damage correct? I'm asking because in the simulator I'm unsure if the initial damage on hull/armor actually occurs with the first hit. The second is that the Shadowyards defense station can't be constructed at any station markets that a player acquires via a mod like nexerelin.

34
Modding / Re: [0.9.1a] Sozzer's Ship Pack
« on: March 19, 2020, 07:02:13 PM »
The soz_cisterna_lp.ship file in your latest release is not formatted correctly and it's missing commas so the game crashes whenever I kill one or I try to look at the ship in the refit screen.

35
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« on: February 14, 2020, 05:46:26 PM »
I have been playing with Boggled's stations construction mod and found that I couldn't build the Shadowyards orbital station at the player built mining station's it adds so I asked the author if it was something in regards to his mod that was the cause and he got back to me and said that the Shadowyards mod forbids its special orbital station at any station market, either vanilla or the player built ones from his mod. I have looked at the code since it seems like a simple oversight to fix and I can't find what to look for.

36
Mods / Re: [0.9.1a] Player Station Construction (v3.0.1)
« on: February 13, 2020, 06:11:38 PM »
The Shadowyards orbital Station is a structure and is a defense station the same as the high/mid/low tech stations.
I just did a quick check and all the other custom structures and industries Shadowyards add do appear in the mining station build menu, only the defense station is missing. I set my rep with them to 0 then back to welcoming as well as manually buying the blueprint and I was still unable to build it at the mining station.

37
Mods / Re: [0.9.1a] Player Station Construction (v3.0.1)
« on: February 12, 2020, 06:42:19 PM »
So I decided to try this mod out and I just made a mining station only to find that I can't build the Shadowyards orbital station there, I got the blueprint from getting at least welcoming reputation with Shadowyards rather then buying the blueprint for 500K. I poked around the files and I'm not sure why it isn't appearing.

38
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: February 06, 2020, 09:39:16 PM »
I wanted to ask about the generation details of anarchist systems, Is it like the explorium with just a specific section of the map spawning them in or could they show up anywhere? I have been just roughly eyeballing this but it seems like they spawn pretty frequently. Would disabling the PACK stop them from being generated?

39
Hmm... that's some good feedback. Generally, I tried to make hyperspace remnants as similar to vanilla remnants as possible, which is the reason they're limited in the ways you mentioned. It's certainly possible for me to change that, and I think I will.

Quote
"allowHyperspaceRemnantsToUseEmergencyBurn":false,
"allowHyperspaceRemnantsToUseSustainedBurn":false,
E-burn is very powerful and remnants are faster than average anyway, so I don't think I'll allow them to use it by default until I've had a chance to playtest it. I don't like the idea of hyperspace remnants behaving differently than normal remnants in the same game, so I'll make these settings apply universally unless there's sufficient demand for splitting them.

Quote
"allowHyperspaceRemnantsToJump":true,
If remnants occupy hyperspace, it makes sense that they should be able to move between hyperspace and normal space. I worry that allowing normal remnants to jump might cause unexpected problems, so I'll probably only allow hyperspace remnant fleets to do so.

I might be able to do something about them giving up the chase too easily as well, although in my experience they mostly tend to do this when it becomes obvious that they can't catch me anyway.


I forgot normal remnants don't use sustained or emergency burn, I tend to go into red beacon systems late in a play through and I have a habit of starting new games before I reach that point. Might as well add that my fleet always hoofs it at base burn 10 with navigation 3 and augmented drive fields, I'm not sure how many other players aim to go fast like I do on the strategic layer. Also I have my join battle range set to about 1500 so I have to engage all fleets on screen more or less if I get in a fight. Thinking on it I wouldn't be surprised if hyperspace remnants would have to be made more rare or smaller in size if they actually did use e/sustained burn, having multiple fleets spawn in a pincer type formation ahead of you every so often could work to make them more of a threat ensuring you have to fight one fleet or do a 180 for a while to lose them. Another thing I forgot to mention is that the hyperspace remnants seem to despawn too quickly, Jumping into a system and spending 1-3 in game days seems to be enough for any fleet that was on top of the system in hyperspace to despawn and if they actually stuck around a while that could make leaving the system tricky assuming you didn't give them the ability to jump into/out of systems. When it comes to chasing in addition to just generally expending more effort going after you, perhaps there could occasionally be a "seek and destroy" fleet that would spawn and chase you like pirate fleets that are triggered by booby trapped hulks/stations/caches? I'm not sure how that mechanic works in detail but the pirate fleet itself seems to always be on your heels for a good length of time even if you get a good distance from them and it adds a complication to being in the outer sector that sometimes made me go back to a settled system to wait them out or let them break themselves on the local defenders.

40
Just decided to give some feedback. Would it be possible to make the hyperspace remnants use emergency burn and sustained burn as well as actually chase you around somewhat to make them more of a threat? As it is they give up chasing you very quickly, they never bother jumping into systems to go after you, and not using emergency or sustained burn means their interdiction's accomplish nothing. I have been forced into a fight with hyperspace remnants exactly once when two of their fleets spawned in a extremely favorable spot, any other time they are either free salvage or a minor navigational course correction.

41
Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.1v
« on: August 19, 2019, 10:58:48 PM »
Hoping this mod turns out well. When it comes to advice I'm thinking to have the terraforming act like tech mining with the rate of completion proportional to colony size and when it reaches the last stage the player can simply disassemble it with the maintenance and such of the solar shade/etc just being abstracted out. Have all the terraforming options be very expensive in maintenance and commodity cost with progress completely stalled if any kind of shortage appears. Considering the lore of the game there should be a quest for each non basic terraforming option in order to be able to create a makeshift solar mirror/etc with some conditions simply being unchangeable.

High gravity, low gravity, tectonic activity, extreme tectonic activity, and irradiated strike me as conditions that could never be significantly migitated in lore.

Regarding extreme weather and inimical biosphere I am honestly unsure if a means to remove those conditions would be sensible in lore even after finding some lost tech. The inimical biosphere would likely require killing everything on the planet and extreme weather has many possible causes so I can't think of a "one size fits all" solution for that.

decivilized sub population, pollution, water covered surface, and meteor impacts seem like options that the player could reasonably just be given at start since dealing with them would mostly be a matter of brute force rather then lost tech. The difficulty of decivilized should scale to the level of the ruins on the planet and forcing integration should basically be treated like waging a war when dealing with a large sub population and that should be factored into the risks. I could see the difficulty of dealing with pollution scaling with the size of the planets ruins. As for meteor impacts, considering that its a +50% hazard increase dealing with it should just replace it with a new +25% hazard "lessened meteor impacts" condition.

No atmosphere, thin atmosphere, cold, extreme cold, hot, extreme heat, darkness, poor light, and no farmland condition would be conditions that need a quest to get the necessary lost tech and would only be able to mitigate half of the more extreme conditions. So it would go like this...

no atmosphere --> thin atmosphere OR thin atmosphere --> regular atmosphere via a atmosphere creation facility.

extreme cold --> cold OR cold --> regular temperature via a stellar mirror facility.

extreme heat --> hot OR hot --> regular temperature via a stellar shade facility.

dense atmosphere --> new +25% hazard condition "lessened dense atmosphere" AND toxic atmosphere --> new +25% hazard condition "lessened toxic atmosphere" via a atmosphere expulsion facility.

darkness --> poor light OR poor light --> regular light via a orbital illumination facility.

no farmland condition --> poor farmland via a life seeding facility but said facility could only be built if the planet is viable for life which would roughly translate to having the habitable modifier.

42
Mods / Re: [0.9.1a] Gladiator Society
« on: June 16, 2019, 04:59:39 PM »
Tygon Lord always puts out a error when you try to select that fight, doesn't crash your just incapable of fighting him. Only other feedback I can give would be to have the named bounties available at the relay be rotated around every so often so if your three options aren't something you can handle you can come back later and possibly snag something easier.

43
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
« on: April 21, 2019, 08:26:26 PM »
I noticed the lockdown hmg still has sra_export_bp listed in the tag category when it needs ms_export_bp to actually appear on the exports bp package.

44
Just wanted to suggest something, could market reserve fleets make a return? To often it seems the AI fleets leave their markets undefended or you can engage in a simple game of attritioning nearby fleets then fighting the station solo and only star fortresses are capable of any real fight. Back when markets had reserve fleets it was always rather fun in a challenging kind of way fighting first through a largish fleet then later fighting the big brother of that fleet and the mod added station at the same time.

45
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« on: February 16, 2019, 10:38:22 PM »
I have been getting a crash in combat rather infrequently and in the battles the only Neutrino stuff present would be the drache bomber and neutron lance.

267788 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:256)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.OoOO.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

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