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 - Innominandum

Pages: 1 ... 8 9 [10] 11 12
136
Mods / Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
« on: September 02, 2019, 07:57:14 AM »
... - unique bounty data list contains: [SC_stolen_PNS_prototype, vayra_caliph_bounty, vayra_test_unique_bounty]
3872770 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)

-->SC_stolen_PNS_prototype  ... , vns_archangel_standard, , 200,1.25, ,TRUE,FALSE,208,25,150
--  vayra_test_unique_bounty ... , sunder_CS",                    200,1.1,,FALSE,FALSE,206,1,1
--  vayra_caliph_bounty,        ... , vayra_hyena_cs",             300,1.2,,TRUE,FALSE,208,30,100

You've got an additional comma(Column) up there at your unique bounty row, interestingly enough the game seems to ignore this somehow sometimes.

VayraUniqueBountyManager.java:82 -- this.neverSpawnWhenFactionHostile

137
@comrade Vayra
INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties was null, adding empty list
3872477 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty data list contains: [SC_stolen_PNS_prototype, vayra_caliph_bounty, vayra_test_unique_bounty]
3872770 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.pickData(VayraUniqueBountyIntel.java:151)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:93)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:367)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:304)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)

Seems like something is wrong with my Factions. Got this one a min after i saved. Didn't play much these days so i can't rly say if this comes from the upped 3.04 that i dled today or another mod (Steelclad + 6 Factions) that i also included in my list today.

Whoops SC_stolen_PNS_prototype, is a Stellclad custom bounty and its basically on pos 0 in that bounty array so its probably stellclad sorry.

138
Mods / Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
« on: September 02, 2019, 04:45:57 AM »
Cool stuff, the ships look a lot better than advertised, must be that black background doing them a disfavor (a mighty one at that). I had a problem with the mission list, ii_almamater to be more precise, probably also with the rest of them (the ones starting with ii_ -> del ... and ... its gone).  The music has a nice variety to it, good stuff, honestly if not for the naming X3tC mars hyper i wouldn't have recognized it, LU added 2 Gigs of Sounds and i usually listen to audiobooks while playing so no wonder i guess.

This one will keep me entertained for a while (that is once i get my CH341A) i bet, so hvala toni, vozdrav.

 

139

Yeah there’s tanks and stuff in the cargo hold, why not send them in along with the marines?

Nexerelin upcoming update
https://bitbucket.org/Histidine/exerelin/wiki/Changelog

140
General Discussion / Re: Venture, why?
« on: September 01, 2019, 06:48:13 PM »
Since it is not in the in-game settings, changing that feels kind of dirty.  I avoid changing settings.json at all if I can help it.  The only thing I touch (reluctantly) is combat speed because the game plays unbearably slow at normal speed.  (Other games play faster.)

Well sure, i would feel inclined to agree with you, that is, if the only thing one could archive through the editing of that fine parchment would be an easier time for ones self. As matters stand tough, the only thing that vaguely has any semblance of meaningful balance is the combat, anything else, if your not playing on hard mode, is alike to kicking a puppy. The game basically throws money and salvage at your face on every turn.

As for logistic hull mods like EO and AD on heavy's. I usually tend to use them even if I am not reasonably sure that i can refit before combat.

141
General Discussion / Re: Consequences of changing the AI ship cap
« on: September 01, 2019, 06:10:12 PM »
I don't think I've seen a fleet with more than 3 or 4 capitals where I would have seen 10+ in past campaigns. I think when the fleet generation algorithm runs up against the fleet cap, it starts increasing ship size where it otherwise would have added more smaller ships. I think this actually results in an easier battle, and I may revert the AI ship cap in my next campaign to make things harder. This also could be a fix for people who don't like capital spam (assuming I have identified what is happening correctly). Has anyone else experienced this? I am also playing with mods this time around so I'm not sure if that would affect any of this.

Yes agreed tried a fleet size of 60, that it does, fights gets easier no doubt. Its how the fleets are made by the fleetFactory that part is pretty confusing though, fleetpoints per shipclass, doctrines, some random weighing, nah, you should rly open that one.

142
General Discussion / Re: Experience Gain
« on: September 01, 2019, 05:25:27 PM »
How pointless it is to include mods into a discussion of vanilla balance.

Why do you assume this is a discussion of vanilla balance?
 
So I've been trying to nerf exp gain
Now the one thing I'm unsure about is this line in Starsector\starsector-core\data\config
"xpGainMult":1.0,
I set it to 0.7, thinking I'll only gain 70% of the experience than usual, but it feels like it's going faster instead.
Should i set it to 1.3? ...

Our Green friend is obviously modifying some settings himself here. See how he writes "I set it to 0.7" <-- this obviously would exclude him from any achievement trophy in most games, flagging his session as "MODIFIED". 

Nevermind, I'm just *** with you ... the whole discussion is kinda pointless, considering that a skill system revamp is coming.

143
General Discussion / Re: Venture, why?
« on: September 01, 2019, 05:05:29 PM »

Quote
i don't see the point of weakening your fleet so much when getting Ox tugs would simply make your fleet better.

More tugs instead of more backup combat ships I can swap into?  I rather have more combat ships if I can support them, especially if I plan to chain battle.

Just increase the fleet cap from 30 to something more reasonable like lets say 60 and while your at it increase the AI fleet cap to the same number or a (much) higher one, then fly around in an invaded sectors and watch your GPU melt.

What did i hear you say ? Your proud fleet consisting of 60 ventures has loaded up too many supplies ? No problem my good man, no problem at all, make your crew demand supplies, once there are no supplies left they can always just eat each other.

144
Does this mod work with Nexerelin? I'm assuming no? XD

Sure it does it actually should be a crime to only use on of em at time.

145
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: September 01, 2019, 11:17:39 AM »
Something tells me that nex 0.9.4 will be big.

146
General Discussion / Re: Ship classes balance
« on: September 01, 2019, 06:20:08 AM »

Alex already said he'll be removing the 30 ship hard cap in the next update.

hard cap ?
"maxShipsInFleet":30,
"maxShipsInAIFleet":30,

settings.json Lines 482+
Haven't tried changing it, but now ill do

Yea invasion fleets with more than 50 ships not counting fighters start to spawn after you set it to 60

147
"colonialCompetitorsColonyCountMult":4,  --> maximum colonies (across all colony factions) will be equal to this * <number of player-controlled markets, minimum 1> ¯\(°_o)/¯ que *?

Lets say i have 20 at the start of 207 colonies(not that i do), so how many Colonies can other Factions individually and cumulatively expand to going by a ...CountMult":4  ? 20*4 ?

"coreCriticalMass":20,  # one specific colonial competitor (if active) will undergo a dramatic transformation upon reaching the specified point threshold
Points ? What does this do ? Tell me ... THE TENSioN is KiLling ME!         

148
Mods / Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
« on: September 01, 2019, 05:01:36 AM »
Very inconvenient, pack the mod back.

Thanks! I... think.

... made my day.

149
General Discussion / Re: Colony defense fleets without Heavy Industry
« on: September 01, 2019, 03:11:24 AM »
Starsector is still in alpha... It is by no means a complete game

No one disputes that. Considering how well written its foundation is and how easy(relative) it is to mod even the bigger aspects of it, i have high hopes for it. To clarify the sentiment of my last comment, for the time being as there is not much use in complaining about stuff that ain't there yet and if those ppl who complain don't want to actually invest their time in realizing those changes(which is purely optional and even has its own pitfalls) they want to see themselves adopted, they can look up another thing that already established some if not all of those things they want to see and experience.

Also regarding x3,TC release 2008 (ive still got the dvd albeit its pretty much eaten up by fungus), AP came out early 2012 and it was all still a mess which didn't get much better until a solid LU universe version mid 2016 came out and now by 2019 thanks to jourabes continuous efforts it has become a totally different beast of burden.

150
Rimward venture Hasn't show up yet in my Nexerelin game, StormHawk and the commies have both made a colony but Rimward isn't even on the faction list yet. Should I be worried?

I had the same problem after the mods split with stormhawk turns out i had forgotten to enable both rimward and them. Was playing with faction respawning off and rimward only spawned cause i had selected a commission with them which confused the hell out of me.

And thanks for answering but it looks far to complicated for my lowly abilities.

Get yourself eclipse if you don't already have it or use your fav IDE.
http://fractalsoftworks.com/forum/index.php?topic=4344.0
literally the simplest and also dirtiest ways to get what you want is to use a random number gen (1 to nFactions that you want to have scavengers) a case and switch function where the switch would be the rand and the cases its values and for every value --> rnd val 1 calls fleet.setFaction(Factions.INDEPENDENT, true); val 2 calls  fleet.setFaction(Factions.PERSEAN, true) val 3 calls fleet.setFaction(Factions.HEGEMONY, true); and so on ... that bool there at the end defines if the fleet will or wont have officers with them.

You could also just use the Markets.Faction from where the scavenger originates which is incidentally a few lines before the fleet creation line (L 82). Seems like a route contains the fleets origin Market, nah scratch that you get the market already handed to you ---> public static CampaignFleetAPI createScavenger(String type, Vector2f locInHyper, RouteData route, MarketAPI source, boolean pirate, Random random) ... so you just need to change fleet.setFaction(Factions.INDEPENDENT, true) to fleet.setFaction(source.getFactionId(), true);

Now if i understand this correctly and i probably don't by doing this and having independent as faction disabled you would basically end up with barely any if any independent scavengers ... Also you wont get any luddic path scavengers or other to the independet Faction hostile factions as those markets(source) are not picked.  Some of those faction scavengers would be covertly pirates but ... ¯\(°_o)/¯


Pages: 1 ... 8 9 [10] 11 12