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Messages - Mr_8000

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31
Mods / Re: [0.95a] More HullMods 1.10.0
« on: October 01, 2021, 03:30:48 PM »
With the recent change to exploration refit, I'd like to know what you think its niche is. It can't be used on combat vessels, the CR hit is too large a downside, but at the same time using it on a freighter/tanker doesn't make sense either since your capacity goes down (lowering its efficiency). The name doesn't really fit anymore as well, since on a long expedition out of the core worlds you'd want more capacity, not less.

32
Thank you for the offer, but I have already cleaned it up myself.

As for anything unusual ... can't say that I have, though I don't often check the battle log before saving so no guarantees.

I would also like to make a suggestion, all the current combat statistics are measured in fleet points, which aren't a player facing value. Is it possible to display them in deployment points? Alternatively, I'd like a way to see my ship's individual FP value, so that I have at least some grounds for comparison when looking at their kill log (this might already be implemented and I'm just being blind).

33
I seem to have run into the same issue as Gabs, used version is 1.0.3 so I apologize if this has already been fixed.
I've uploaded the error, the full log, and the save file here: https://drive.google.com/file/d/1AdKR-RruonLX8WTa-ReqoGYx9Mg8Akpu/view?usp=sharing

34
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 26, 2021, 05:34:28 PM »
I would like to chime in here and say that vanilla items do have a sort of fallback in the form of the historian, but that isn't exactly ideal since each special item you get from them doubles the required SP for the next one with no cap (that I can see). What I wanna say is that it isn't really viable past the first few items.

35
Seeing as the OP was edited and no response was given to my concerns, I'm gonna make a new statement. There's no reason to be modifying vanilla industries, especially with something that intentionally makes them less good or otherwise less mod-compatible. Even more so when said functionality is not easy to configure and would require me to recompile the mod in order to edit it.

The addition of new functionalities to the game should not come at the cost of the functionality that was already there.

If ship component exports from heavy industry were to be equal their required import then this issue could probably be sidestepped, however at that point they do indeed appear to be a bloat commodity.

36
I'd like to comment on the ship components as well, I feel like they should have an opt-out setting in the config. I run a lot of faction mods and there are often moments where due to war, or just their baseline relations, they have no access to these, tanking their ship quality. What's perhaps more annoying is the fact that they add another hoop for me to jump through in order to get a functional heavy industry (almost makes me feel like I'm better off w/o the mod).  I'd like to remind you that the OP states this: "It does not modify any vanilla industries, does not add "better" versions of existing options, and does not make colonies easier."

Also I'm pretty sure I already reported this, but the repair dock tooltip still isn't 100%, it returns the faction of the market the ship was repaired at instead of the ship name and fails to provide an accurate cost prediction.
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EDIT: here's an actual vanilla example, with the hegemony (no disrupted shipments, simply caused by relations)
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37
(this was played on 0.95a)

I've had this mod for a bit now, and while I'm not much of a balance guy, I will drop a list of potential issues/oversights I noticed.

First off, multiple missing descriptions:
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Ship system:
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I've probably missed a few so it might be a good idea to check each one

The faction has a crest, but no logo, and it looks weird in the intel feed (also why is it called Dr? nothing in their name can be shortened to that)
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You've got missing columns in the shipsystem csv, when a custom phase cloak lacks "isPhaseCloak" set to true, it fails to benefit from the ship skill. In the same vein, when your phase ships lack the "PHASE" hint (in the shipdata csv), they fail to benefit from fleetwide phase skills.

The faction weapons lack a tech/manufacturer and as such get lumped in and lost in the "common" type weapon tab.

This ship has a shield upkeep of 0.9, meaning that when your shield is up you only have 150 effective flux for your weapons, if you don't install stabilized shields (which the ai often doesn't) (might be intended, but might as well point it out)
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The Samaa-DSI class appears to be built around its main beam, and as such has very few mounts. However said beam is terrible compared to the tachyon lance. On top of the mediocre (damage) stats, the long burst duration and kinetic typing mean it's effectively useless against armor (which is probably the intent, but it's also poor against shields due to low dps, and despite being terribly inefficient it still doesn't use the majority of the ship's flux). I can't tell if it arcs like the tachyon, but any additional text alluding to such functionality is missing ... oh and the entire description is missing.
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Tach lance for reference
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Overall, I like the sprites and their glass cannon/low flux capacity approach to combat, but what they really need is some polish.

EDIT:
While looking around some more I've noticed that
- the Samaa-DSI has strangely low ppt for its class at only 450
- this destroyer has infinite ppt
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38
Mods / Re: [0.95a] Better Colonies 1.63
« on: May 14, 2021, 04:37:17 AM »
The admin spawn weight config doesn't seem to have any effect, even setting one admin type to 100 and the others to zero leads to standard generation. Looking closer, it seems vanilla doesn't even use the "officer_manager" event anymore, it has been commented out.

39
Tooltip on the repair docks appears to be borked, tried on both player and ai market to be sure. Used version is 2.0.c
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Edit: It gets even more wild after completion and claims to have repaired all of Tri-Tachyon
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(to be clear the ship's name is ISS Redshift, and it is a hound)

40
Mods / Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« on: February 25, 2021, 08:28:48 AM »
I'd love to agree, but other module ships such as the cathedral, ED's various module ships of many sizes, HMI's locomotive, KoT's abominations, roider's ablative plates, etc., all don't have a DP value associated with their modules (or rather, it is 0).

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And before I forget, while messing around with the khalkotauroi I noticed the extra UI element seems to migrate downwards when suffering a critical malfunction:
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41
Mods / Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« on: February 25, 2021, 07:03:14 AM »
Care to explain your reasoning? I don't want to sound impolite, but setting the DP to 0 seems pretty clean. I'm only really pressing this because favorable mid-combat DP shifts are fairly common when the enemy fleet is larger or equal to yours in size, and almost any other faction would be able to deploy reinforcements when this happens. Considering the proposed changes to battle objectives in 0.95, this issue would be even more noticeable then.

Edit: After giving this further thought, this also causes problems when losing a ship. If the DP is being hogged by modules and a friendly vessel dies, odds are you won't be able to deploy a replacement.

42
Mods / Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« on: February 24, 2021, 06:03:57 PM »
I've had SCY in my modlist for a while now, but recently I've taken a more thorough look at it and found a couple things that bug me:

-After the Boar changes, the built in missiles lack a description (after looking through the files it seems the ID of the weapon was changed). Said missiles have also lost their ammo regen and I cannot tell if this was intentional or not considering the system was changed to missile autoforge.

-Modules have their own DP. This effectively means that deploying the Nemean Lion costs 58DP (each armor piece is 4), until the modules are disabled. Considering the performance of the ship I do hope this is an oversight. The worst offender here seems to be khalkotauroi which takes up 44 on its own, while the stated dp is 20.

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43
Mods / Re: [0.9.1a] ApproLight Plus v0.3.9-RC1 (2020-12-29)
« on: January 02, 2021, 07:11:15 AM »
Using the system on the master is consistently crashing, looking further up in the thread, this issue seems to have been brought up before.
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203753 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [AL_master_effect_2] from category [effects] not found
java.lang.RuntimeException: Texture [AL_master_effect_2] from category [effects] not found
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.class(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
   at data.shipsystems.scripts.AL_DarkPraiseStats.apply(AL_DarkPraiseStats.java:53)
   at com.fs.starfarer.combat.systems.F.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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It's always either "AL_master_effect_2" or "AL_master_effect_1" that's causing it.
The question marks on this description (blade of cleaving fire) seems to be a typo, unless there's something else hidden on that weapon
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EDIT: All the knights' variant names are not translated, and as such also appear as "?", so the above is most likely a translation error as well.

44
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: December 21, 2020, 01:55:23 PM »
I can also comment on this odd behavior, although the circumstances are kinda specific. Any ship with the suicide drones, while put under ai control, or even autopilot, will send the drones in but the fighter wings will remain. They simply swarm around the carrier, even though I can see they are set to engage. Activating manual control results in the fighters behaving normally.

45
Mods / Re: [0.9.1a] ArmaA Robotics 1.1.4
« on: November 30, 2020, 07:34:18 AM »
I don't know what this is, but I'm willing to bet I shouldn't have it

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