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Author Topic: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )  (Read 586507 times)

Anariel

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #195 on: May 29, 2022, 09:42:26 PM »

I have discovered a couple of issues.

- Generating the UAF Weapons Blueprint into your cargo using console commands and then trying to open the cargo menu crashes the game.

- Attempting to generate the UAF Fighters Blueprint into your cargo using console commands returns an invalid null data.
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BassBX

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #196 on: June 02, 2022, 06:42:26 PM »

Hey one of your flag ship Solvernia has quite a lot of oversight in it like one of the missile section using crusier class while others using capital module
the left part of the ship modules have prefix `port` while the right part of the ship modules are `starboard`, the missile slot on the engines are not symmetric as well
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Ryxsen1421

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #197 on: June 03, 2022, 03:48:26 AM »

Solvernia.

Noted, but I won't be addressing that for the next couple versions. I halted my plans to remaster both Solvernia and Novaeria as the new sprites are not ready yet. I prefer to do smaller or higher priority things for now.

Spoiler

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Stalkar

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #198 on: June 06, 2022, 12:02:15 PM »

Good visuals,good concept needs some fixes and balancing
Spoiler

Percellyra -  AI doesnt use its active ability at all,seems to be regardless of missile CD
also you need to heavily macro it because it tends to brawl instead of acting as a artillery ship

Zepporia/Neuxoria - it often acts as battleship instead of BC

Nova - there are few issues:

there is a built in hullmod in engines that just has a bunch of ? ? ? ? ?

its rotation speed might be too fast for its size

if you equip it with bombers it performs pretty good

if you equip it with NOT bombers,it breaks pretty much,modules do not use recall,core takes a while to regroup wings

for modules in general having the ability to focus single ship with every single module is something that should be done,for both nova and solv,in case of nova i outfit it with mostly cruise missiles,having half of them target absolutely whatever doesnt do much

wonky collision box,assigning ships to escort it makes them stay far away from it,like its collision is 2-3 times larger ,it often leads to ships being stuck and acting like they are nearly crashing in to

Solv - same issue with modules

missile modules(second row from front) have different size classification(i belive one is cruiser and one is a destroyer),resulting different hullmods cost and flux caps

both third gun modules from front for whatever reason dont use large gun slot closer to middle,like at all,no idea if that was something related to specific gun in a specific slot

same thing with wonky collision box,fighters often wait quite far in front of the ship or far in front to the left

cherry - you can take decorative guns off and when you strip it they get renewed but those you stripped stay in the inventory
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« Last Edit: February 25, 2024, 10:01:57 AM by Stalkar »
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Regularity

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #199 on: June 08, 2022, 10:00:59 AM »

I've noticed Aurora space bans you from storing AI ships on their planets, like most other factions... which wouldn't be unusual if not for the fact they have sentient robots living and working in their society. They should probably allow storing of AI ships like pirate bases do.
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Oni

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #200 on: June 08, 2022, 06:12:58 PM »

....As for commissioned crew.. yeah, I've been asked for that even before UAF was released. I don't know why I haven't done it yet. I guess I'm not sure what I wanted for the thing? If possible I'd like to have at least 3 CCs ( carrier / combat / logistics ) that you can choose from but I'm not the coder and I din't know if its possible or not. I am currently indecisive and clueless, will likely to stay that way for the next couple versions....

I'd recommend just keeping it simple, something that gives a small bonus to one of the factions themes.

Such as I think that fighter craft are important to their combat doctrine, so... A CC bonus giving all fighter craft +20% hull? Anyway, something like that.
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Ryxsen1421

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #201 on: June 09, 2022, 01:09:02 AM »

Suggestion.

I did considered that actually but then I immediately remember seeing people complaining about how durable the fighters are in combat, hence I nerfed them all a couple times several versions ago. Maybe it should come with a downside too I guess?
or was it better to just give additional flux capacity instead since we have obvious weapon-to-flux inefficiency?

Storing AI ships.

Oh really? I din't know that is a thing, I shall address this in the next patch since you also pointed out that vanilla pirate bases allowed you to do so. Thank you for your feedback.
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Oni

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #202 on: June 09, 2022, 02:40:44 AM »

Suggestion.

I did considered that actually but then I immediately remember seeing people complaining about how durable the fighters are in combat, hence I nerfed them all a couple times several versions ago. Maybe it should come with a downside too I guess?
or was it better to just give additional flux capacity instead since we have obvious weapon-to-flux inefficiency?
...
Generally I don't think the CC-Bonus comes with a downside unless it's a really good bonus, given that it's something you're only supposed to get if you sign on with them or ally with them.

As for ideas... well you could make them cheaper. Something like using fighter craft get an ordinance point discount, if the discount isn't too over the top then it can be applied to the fleet without unbalancing things. Something like...

"Strike Craft Expertise = All strike craft have their ordinance cost reduced by 15%"

Just with a more thematic name, probably. You can adjust the percentage discount up or down as you determine what balances best and I think it'd be pretty unique, I don't remember if there's anything that gives an OP discount for strike craft.
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Regularity

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #203 on: June 09, 2022, 03:26:31 PM »

Gotta say I love the mod, so please don't mistake this big list of feedback as me not liking the mod!
  • The Queen offered me an underworld mission to obtain (steal) the Solvernia flagship. The flagship of the faction she owns. I dunno if that's a bug, or intended to display how sneaky or whimsical she is. (Actually, not even sure she should be setting up missions to steal ships at all; as a monarch can't she just gift them?)
  • The "Nebula Bravo(M)" I haven't seen once for sale across easily 100+ market refreshes; I only obtained one through a bounty mission hunting down turncoats. Given it's not listed as either an experimental ship or described as unique, I think you may have just forgotten to add it to the pool of ships available on Auroran markets.
  • With five unique agents you are directed to by story events, and the ability to turn in cards, you can pile up Auroran faction relationship far faster than you could possibly ever need. I end up regularly raiding Auroran worlds despite working for them, just so I can convert some reputation into something useful like loot, rather than letting it get wasted by overflowing past 100. There should really be some sort of way to "spend" it for something, like rare ships, blueprints, high quality officers, or artifacts.
  • The Supolev Alpha and Sekai's deployment costs are 5 points, which is the exact same cost as war frigates with double the flux and weapon mounts. As transport ships they should probably be dropped down to 3 (the Buffalo's) or 4 (lightly armed war frigates).
  • The Eyeseau feels like it needs a deployment cost decrease. It costs about the same as a front-line battleship, but has only four medium mounts in any given direction and its ability is extremely situational in my experience. It can wipe out fighters to be sure, but has limited utility against missiles; even if missiles can actually swerve enough to miss the Eyeseau's capital capital-sized shield bubble, they'll just send up slamming into adjacent allied ships (which will always be sitting there since the Eyeseau has too little firepower to be on the front lines alone). Worse, since the Eyeseau has no significant firepower, the AI does not hesitate and fire at long range like against most battleships, but instead will eagerly rush to point-blank where missile jamming become even more useless. So given its deployment costs, I'd rather have a battleship with decent point defenses that is useful in every battle rather than a capital that's only really good against fighters and the stray LRM.
  • I think the Minora(SP) may have been classified as the wrong ship size. It's designated frigate, but most of its stats -- such as ordnance points, deployment cost, and combined slots for weapons/fighters, maintenance costs -- are much too high for a frigate. It's not even an ambiguous, borderline case; in terms of states they blow straight past high-tier frigates and low-tier destroyers and land squarely in the range of mid-tier destroyers.
  • Not sure if this intentional, but the Sentry cruisers seem to appear many times less frequently than even experimental capital ships. Seems weird that more powerful experimentals are more common than weaker ones.

Hey one of your flag ship Solvernia has quite a lot of oversight in it like one of the missile section using crusier class while others using capital module
There's a quick fix for this. \Starsector.0.95a\mods\UAF\data\hulls and replace ["hullSize": "CAPITAL",] with ["hullSize": "CRUISER",]
« Last Edit: June 12, 2022, 09:30:39 AM by Regularity »
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Meeplet

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #204 on: June 13, 2022, 08:03:34 PM »

Heya, updating from 0.7.2d5a to the current version caused the a crash with the following log:
java.lang.RuntimeException: Slot id [WS0005] not found on hull [uaf_lillaru]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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)
Are updates not save compatible or did I screw something up?
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Ryxsen1421

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #205 on: June 13, 2022, 10:12:34 PM »

Crash log.

Sure looks like it, did you try to play on your old save from 0.72d5a to 0.72e1? if so, then it is save incompatible.

Wall of feedback.

  • Ah yes, people have been making fun of that too even before UAF went open beta. I will remove the underworld quest placeholder from the queens on the next version then. I do agree that it doesn't feel right having them on the monarchs but I only saw them as a chance for you to legitimately buy the supercaps at discounted price (without spawning them in) if your luck grants you the quest.
  • Consider this solved, my current version 0.72e2-indev's goal is to find out what parameter influences the faction to spawn something in their fleet and markets. It should be okay whenever the next patch comes out.
  • That's an interesting idea, we'll consider to add some features that requires reputation as currency but I doubt it'll be anything fancy though. It could be something that you might need in a penniless situation.
  • The S-type logistic ships? I'm quite sure that price tag is fair for the amount of weapons it have for self defense. I don't think reducing its OP cost would be necessary unless you're using them for anything but emergency defense in pursuit battles.
  • The Eyeseau is actually an effective area denial ships that can stun anything unshielded in its area of effect. It lasts for a very long time, but its cool down are also long. I don't think you should treat it as a front line warship and it should be more of a niche support element in your fleet. Its deployment cost may be expensive but justified if you consider its active capabilities. While I'm more than happy to buff anything if anyone asks for it (because I spent more time on nerfing than buffing, UAF isnt what it used to be anymore), are you sure she deserved DP cost reduction? I'll put this on hold until more people agree to your suggestion.
  • Minoria is indeed an escort carrier and frigate size in our faction's classification, but the game would probably consider it as a destroyer. So there's nothing wrong with that, I'm also aware of its large OP pool compared to its vanilla adversaries but if you look at our fighter's price range. It kinda make sense for the time being. I guess you could say it was an executive decision to keep it as a frigate because I like having a small aircraft carrier that can spawn in flank positions in pursuit battle, in return Minoria receives virtually little-to-no self defenses in UAF design standards, if you shot down her wings - you'll have enough time to kill the ship. So, I won't change that no matter what.
  • As for the Sentry, I agreed - they spawned her way too often than I'd like and I've been trying to figure out what's wrong with the faction. The UAF should spawn 'white' standard ships more often than anything else by majority amount. But as Point 1 mentioned above, I've been experimenting around and I'm happy to see some changes alas with the fleet rosters. Feel free to point out any suggestions that can solve this issue if you have any ideas.

Thank you for trying out the UAF despite it in incomplete state  and for your time on writing your valuable feedback! I will consider these suggestions with my core team when the time comes.
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GalmTeamOne

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #206 on: June 14, 2022, 10:41:35 AM »

Awww I'm so mad the developer burnout got to you!!! This mod is just so damn pretty and fun!
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Meeplet

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #207 on: June 18, 2022, 08:10:43 PM »

Not sure if it's a bug or not, but I've found that contacts are disappearing from their planets, so far the contacts from lunamun, auroria, nur and hem fayette have ceased to exist and only nia remains.
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Ryxsen1421

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #208 on: June 19, 2022, 07:56:01 AM »

Not sure if it's a bug or not, but I've found that contacts are disappearing from their planets, so far the contacts from lunamun, auroria, nur and hem fayette have ceased to exist and only nia remains.

I need more context about this to diagnose this problem. What happened in your game?
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Meeplet

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« Reply #209 on: June 19, 2022, 08:36:02 AM »

Not sure if it's a bug or not, but I've found that contacts are disappearing from their planets, so far the contacts from lunamun, auroria, nur and hem fayette have ceased to exist and only nia remains.

I need more context about this to diagnose this problem. What happened in your game?

They no longer show up in the comms. Even though I've unlocked the missions from nia to reach them. I managed get one set up as contacts beforehand, and I can still get missions using stelnet but the rest can no longer be reached. Didn't notice any particular trigger, they just disappeared one day. The auroria and lunamun contacts were there 3 or 4 cycles ago, the planets were never taken at any point, no clue why they left.
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« Last Edit: June 19, 2022, 08:41:13 AM by Meeplet »
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