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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 - shoi

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586
Suggestions / Re: Gameplay Changing with Progression
« on: January 13, 2020, 10:55:14 PM »
The AI factions definately need to actually react to what you are doing better in the colony aspect. You'd think they'd be a bit more alarmed and proactive about dealing with some random guy colonizing 5 planets in a few year with rapidly growing military and industry

587
the privateers haven structure/industry spawns pirate patrols before its actually fully constructed as well as giving you the income for it, is that bug?

588
I think that number is a float which is rounded up when displayed, which is why it says your standing is still neutral despite being at 10 as well.

589
Hmm...was there a basilisk with a tail section destroyed/missing at the time? I see where the crash happened, and I'll put some checks in. Let me know if you can reproduce it.

I was able to reproduce it a few times, (at a battle size of 200)

I increased it to max just for kicks and It didn't seem to happen. I can't say for sure if it was a basilisk with a missing tail section, since the fleet was huuuge and mostly consisted of ventures for some reason (or at least the 1st wave did), but it is pretty probable. I never saw one at the time of the crash, though. It always happened at some point during the battle after destroying a dozen or so enemy ships, so my guess is that it was either a basilisk that lost its tail from the station or a basilisk in the stack that had lost its tail at some point prior being deployed into the current battle.

590
Got this crash against KT. Not a 100% sure as to why.

java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at data.shipsystems.scripts.ai.KT_TailSweepAI.advance(KT_TailSweepAI.java:43)
   at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

591
Suggestions / Re: Balancing fighter swarms with out nerfing fighters
« on: January 05, 2020, 06:30:09 AM »
But it is the same weapon, lol..otherwise they'd use a specialized variant, like one of the fighters uses a fighter version of SRM missile

 Nerfing attack power and defense of fighters will just make people bring more to get the same effect and make them useless when there are a limited number on the field.

592
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: January 02, 2020, 03:43:18 PM »
Hello everyone :) I'm a recent starsector fan, been playing it non stop after work the past few weeks. got into adding mods to the game to extend my enjoyment, and decided that my first run would be exclusively Diable Avionics. I created an account today so I could ask anyone going through the same kind of challenge a question.

I'm currently doing IBB missions just for the heck of it. checking out the various ships you get from these engagements is fun and rewarding, but the big fun of it all is the combat itself. I was having a great time stomping most encounters with a missile specc'd Maelstrom complemented by most of the other common ship types in DA's arsenal, when I hit a wall. there's a bounty mission where you have to fight an entire fleet of phase ships, and I just got wrecked. Most of DA's fleet have all their focus on the front of the ship itself, so they are super vulnerable to attacks on the engines. those phase frigates do nothing but attack my ships at the rear, and I'm having a hard time finding a counter. the engine gets blasted, then you start spinning through space, then you don't have the ability to counterattack anymore due to all your guns facing whichever direction your ship is. then you just get tore up 3 vs 1.

What sort of recommendations would you give on how to handle this engagement? I was thinking it might be possible to outlast the fleet since they don't retreat, and the phase ships are pretty well known for losing their combat readiness pretty quickly. Should I just field a dozen vapors with maxed out defenses and try to outlive them?

You need more frigates + fighters. Anything fast that can turn quickly to keep ressure on and force them out of phase

593
Suggestions / Re: Balancing fighter swarms with out nerfing fighters
« on: December 29, 2019, 04:18:55 PM »
+1 to that suggestion. I forgot to mention it in my post but the real issue with the "critical mass" thing is that it seems AI tries to assign as many fighters as possible to attack 1 ship at a time. Spreading out that distribution would help tons

594
Suggestions / Re: Balancing fighter swarms with out nerfing fighters
« on: December 24, 2019, 10:46:01 PM »
fighters are only a problem when they hit "critical mass" so to speak, so nerfing them outright is dumb because they are otherwise balanced and probably would end up being useless in any other situation.

The best approach is implementing something to penalize fighter/carrier spam, which is something I think alex is already aiming for.

595
Hey creature, there is a weird bug where the yuri commission dialogue will play for other factions instead. also in the dialogue the /n characters are visible.
I can take a pic later if you want

596
So I don't know if this is a dumb question, but how do I go about setting up an environment to create a new ship system?

I made the script easily enough. Starsector throws an error saying it can't compile it and closes. My assumption here is that it's because the .java file doesn't have a .class file to go with it..simple, right?

The hurdle I am facing is getting the damned thing to compile. it throws a billion errors and if I pull a copy of the API in the same directory, I get a million errors about lwjgl instead.

I'm sure im overlooking something simple. Right now the directory im working with looks like this:

myShipSystem.java
com(starfarer api)

Any help would be appreciated ):

edit:  nevermind, figured it out :). I needed to include lwjgl in the directory as well

597
General Discussion / Re: 600+ Gamma cores later
« on: December 21, 2019, 02:51:24 PM »
The more you kill Redacted, the stronger they get.

welp, that explains a LOT

598
Suggestions / Re: NPC Interaction
« on: December 17, 2019, 11:53:05 PM »
On the macro level there is a lot of depth to the game, but the micro level definately falls flat. NPC interaction is on the books to being expanded upon but who knows what exactly it'll entail

599
Suggestions / Re: Commisions Reloaded; How Commissions Should Really Work
« on: December 10, 2019, 09:24:09 PM »
removing the base pay doesn't make any sense logically. Depending on the faction where you are either considered an auxiliary or a legitimate member of their armed forces, i'd still expect them to give you some kind of base pay for risking your life and assets

What I would want to change about commission:

-Lower base pay so commission holders dont get vast amount of credits for doing nothing
-Increase bounty reward for ship kills

which is basically in line with OPs suggestion, but IMO the tradeoff of having commission should be the loss of some freedom, so IMO they should also

-Give commission holder actual obligations they must fulfil, Not necessarily kill quotas, but
maybe something like occassionally being given tasks to fulfil (patrol x sector, scout y region, install comm sniffer on z relay, aid attacking forces on raid against ________ etc)


600
General Discussion / Re: Thoughts and Stuff from my Recent Run
« on: December 10, 2019, 09:12:17 PM »
That 200 zero-flux boost. Wow, you might as well put the game on easy once you got a fleet able to deploy fully. You can always acheive local superiority with your piloted ship and command points and reduce local superiority against you with much greater ease.

+1, thats pretty ridiculous increase.

Kinda took what he said about speed with a grain of salt after I saw that, falcon's already faster than most cruisers and it sounds more like a case of wanting to have ur cake and eat it too

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