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Messages - Yunru

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16
General Discussion / Re: Why is there flux instead of power or something?
« on: October 25, 2022, 06:52:58 AM »
At some point you have to chalk edge cases up to game mechanics.

17
General Discussion / Re: Why is there flux instead of power or something?
« on: October 25, 2022, 05:57:07 AM »
Specialised missile mounts with integrated autoforges do exist: Pilums and Salamanders.

18
General Discussion / Re: Why is there flux instead of power or something?
« on: October 25, 2022, 04:27:50 AM »
The most puzzling thing to me is why firing plain old antiquated guns using what appear to be chemical propellants would increase flux, since the firing does not consume electricity or require energy transfer (probably, since several gun descriptions describe shells used and clouds of fire are ejected which seems to imply they work like guns in our universe). This would work if flux is heat but that is not consistent with other observations.
As far as I'm aware, gun ammo is fabricated on-site, so even chemically propelled weapons have a power draw.

Notably, (vanilla) missiles don't cause flux, but in most cases have limited ammo.

19
General Discussion / Re: Help a noob with a modded game?
« on: October 20, 2022, 01:04:34 PM »
Seems like someone did a naughty and put a Flux Distributor on a fighter.

20
Mods / Re: [0.95a] Gacha S-Mods v1.5.0
« on: October 20, 2022, 11:48:41 AM »
Removed a hullmod and game crashed, looks like one of yours too?
Code
3752359 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.SPGACHAPhaseConductor.addPostDescriptionSection(SPGACHAPhaseConductor.java:62)
at progsmod.data.campaign.rulecmd.ui.PanelCreator$1.createTooltip(PanelCreator.java:153)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$13.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.super.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

21
Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.5
« on: October 20, 2022, 10:05:45 AM »
What about a scaled down version of a Skirt as a fighter? So we can have miniskirts!

22
Suggestions / Bigger, better, raids
« on: October 20, 2022, 08:29:32 AM »
Currently you can raid a planet daily, but you pick up a pittance.
This leads to a situation where you sit in orbit doing nothing, just to maximise your profit from the opening you created, and inevitably causes the planet to collapse from lack of stability.

But what if it wasn't like that. What if we actually raided the Refineries, rather than the figurative break room fridge?

My suggestion is to up the cooldown to a full lunar month, and increase the loot you gain correspondingly. It will feel like you're actually raiding a planet's industrial sectors, it prevents accidental decivs, and it removes the downtime of sitting in orbit waiting for a day to pass.

23
General Discussion / Re: Hyperspace Storms QOL Mod
« on: October 19, 2022, 02:46:10 PM »
but its so boringly obvious that hyperspace storms add more annoyance than engaging gameplay that it might be more fun to discuss changing them for the better, rather than pretending that they're fine.
To you, maybe, but that doesn't make your opinion fact.

Fact is, I like that not only is there an obstacle I have to decide whether to engage or avoid, but I find it extra enjoyable that I can not only negate that, but turn it to an advantage.

And the mere existence of that opinion disproves your blanket statement.

The existence of an exception does not disprove the rule. There are people that "enjoy" flying around smuggling goods, completing delivery contracts and never engaging in combat - doesn't mean that the smuggling/trading aspect of this game is good in any sense - it just means that there are some bizarre people out in the world. Nothing wrong with that, but they aren't the majority - and from a utilitarian game design perspective, they shouldn't be catered to.
And neither are you the majority.

24
Mods / Re: [0.95.1a] Fleet Size By DP
« on: October 19, 2022, 05:25:28 AM »
Seem to have a dead link for the mod.
Works fine for me?

25
Mods / Re: [0.95.1a] Unofficial New Game Plus 2.1.0 (2022/8/28)
« on: October 19, 2022, 05:23:52 AM »
I would very much like it if Detente scaled by max fleet size.
I play with very big fleets (100 max), on both sides, so a fixed 15 cap is basically unplayable for me.

26
Suggestions / Re: An atrocity of this scale can be hidden
« on: October 18, 2022, 11:07:27 AM »
Yes please, I'm tired of repeatedly raiding just to get a planet to deciv the "civil" way.

27
Suggestions / Re: Food problem in game world
« on: October 18, 2022, 11:06:17 AM »
Created a new game without modifications (on the game calendar - March 2, 206 cycles), i.e. the very beginning of the game. We open the contribution of food production and consumption, summarize and get the following figures: production - 91 units, consumption - 293 units. Triple deficiency!
That's not how shortages, or indeed production units, work.

28
Bug Reports & Support (modded) / Re: Game crash log
« on: October 17, 2022, 03:12:45 PM »
I am using bunch of mods, but none is modifying combat.
So none of them add ships, weapons, or hullmods?

29
Suggestions / Re: Can we please have a "ban" option for blueprints
« on: October 17, 2022, 11:56:22 AM »
I just want to be able to set the combat/carriers/phase values to 0, rather than just 1.
Why do my fleets require some degree of phase or carrier?

30
Just a heads up that I also have a hullmod that automates ships.
Ah, I was hoping someone would point it out if there were other methods of automating ships. Thanks! I'll see what I can do about improving compatibility with that feature. Could you tell me which of your mods adds it?
Unsurprisingly, it's Yunru Hullmods :P

Quote
Although it does it by adding the Automated hullmod, so I suppose you could just check for that.
Unfortunately I couldn't rely on all mods with similar features to do the same, so checking for that can get dicey. I think I'll probably just keep checking if ship.minCrew <= 0 and resorting to more complicated checks only if the ship is mothballed. That should be fairly robust.

Edit: This should work in all cases for your mod, right?
Code
    public static boolean isShipCrewed(FleetMemberAPI ship) {
        return ship.isMothballed()
                ? (ship.getHullSpec().getMinCrew() > 0 || ship.getVariant().hasHullMod(HullMods.AUTOMATED))
                : (ship.getMinCrew() > 0);
    }
Definitely!

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