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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - *hotfix* 4/14/22  (Read 722310 times)

Morrokain

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My one real complaint about the mod is the slowdown in large fleet battles. Some of it is just Starsector, but I feel like a large part is the fighter spam. I've had issues with the aforementioned Luddic Path armadas fielding so many fighters that I've had multiple instances of not being able to finish off enemies simply because of ablative fighter swarms eating all my shots. And during those times, the game just grinds to a crawl.

I wanted to say I've made a few design decisions for the hotfix to help address this concern. I'll post some details later when I'm more sure about the exact changes coming.
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CMDR Malanior

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mod compatible with Nexerelin?
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Morrokain

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mod compatible with Nexerelin?

No, sorry! I might merge the features at some point but it will be a bit before that happens. Still fine tuning the combat engine at this point and I want to get some immersion content in first as well. There are parts of the last feature that will involve some new things but  :-X
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Chaotic-Entropy

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Can't help but thinks that stations are a bit OP now... with a one star threat level small station collapsing the shields of and maiming a cap ship before it even gets in range, Consortium especially with their ridiculously powerful fast fire rate blasters (of some sort). Now I'm surrounded by Consortium and Luddic bases that I can't dislodge due to fleets and station.

It wouldn't be so bad if literally anyone else on the map cared about anything going on beyond the borders of their own system but I'm just stuck with whatever happens to be going on.
« Last Edit: October 10, 2019, 11:48:24 AM by Chaotic-Entropy »
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Morrokain

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Can't help but thinks that stations are a bit OP now... with a one star threat level small station collapsing the shields of and maiming a cap ship before it even gets in range, Consortium especially with their ridiculously powerful fast fire rate blasters (of some sort). Now I'm surrounded by Consortium and Luddic bases that I can't dislodge due to fleets and station.

Thanks for the feedback. :)

Is this a colony specific issue you are having in regards to raids? Or just that stations as a whole feel too strong when attempting to combat them? They were mostly buffed due to the range increase from the last update. Capitals will certainly help against them but massed cruisers and destroyers are also ideal to draw fire, retreat and vent (to mitigate the station's damage and allow heavy hitters like capitals close in and deal damage. Are you using max fleets and just feel the cost is too high?

It wouldn't be so bad if literally anyone else on the map cared about anything going on beyond the borders of their own system but I'm just stuck with whatever happens to be going on.

Can you explain what you mean? (Sorry trying to help but a little confused) Do you want allied factions to assist your colonies in defense? Or follow your fleet and help against enemy stations?
« Last Edit: October 10, 2019, 03:51:38 PM by Morrokain »
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Marco

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Can you explain what you mean? (Sorry trying to help but a little confused) Do you want allied factions to assist your colonies in defense? Or follow your fleet and help against enemy stations?

I imagine he means the fact that the NPC factions never attempt to take out hidden bases, leaving them to build up over time and become monstrously strong. Not to mention the super strong fleets they tend to have in system.
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Morrokain

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Can you explain what you mean? (Sorry trying to help but a little confused) Do you want allied factions to assist your colonies in defense? Or follow your fleet and help against enemy stations?

I imagine he means the fact that the NPC factions never attempt to take out hidden bases, leaving them to build up over time and become monstrously strong. Not to mention the super strong fleets they tend to have in system.

Got it that makes sense. I do have something planned for that. Probably not in the hotfix, but there are more important performance issues to solve first, and I do want stations to feel really strong both to encourage actual battles with them if you're nearby (rather than relying on auto-resolve because its just as good) and to provide a difficulty boost to the endgame.

I haven't really done as much play-testing with Star Fortresses in particular, so they could be tuned too high.

----------------
Performance Issue Solution:

The next update, as a general design change:
- Reduce the number of fighters in each individual wing by 33%-50% (Closer to vanilla numbers per wing, but still more fighters per battle due to assault ships above destroyer size having fighter bays)
- Add more fighter bays to dedicated carriers and combat carriers to further differentiate them (their Carrier Bays hullmod also has been improved)
- Give dedicated carriers an additional built-in hullmod to reduce the 0-flux boost by a large amount (helps reduce carrier edge kiting with non flux pd weapons and missiles only)
- Revert supply per deploy gap between hull sizes back to before the gap was reduced (Not vanilla levels but the gap is significantly wider than before)
- Increase deployment cost of any frigate using built-in fighters over combat frigates. (The built-in wing numbers have also been reduced in most cases)
- Increase battle sizes (minimum only by a little but default and max sizes get a nice boost)
- Combat carriers: add more or larger weapons and dedicated carriers above destroyer size: add additional bays to offset fighter strength reduction. In some cases add Ordinance Points.

The changes increase performance on my PC by about 33 to 40%, so a significant improvement. It also makes all fleets (but capital ship and cruiser fleets especially) more expensive to deploy and increases the cost of CR draining effects of all kinds. So there will be an increase to combat operation costs in general.
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ArnaudB

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I have wanted to play this mod. Unfortunately everytime at sector generation the game crash:

Quote
97339 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Archean Order TC v1.3.4 (data\campaign\econ/mordreath.json)]
98718 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
   at java.util.Random.nextInt(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.updateMax(BaseEventManager.java:37)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.<init>(BaseEventManager.java:29)
   at com.fs.starfarer.api.impl.campaign.intel.PersonBountyManager.<init>(PersonBountyManager.java:16)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.addScriptsIfNeeded(CoreLifecyclePluginImpl.java:421)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconom yLoad(CoreLifecyclePluginImpl.java:662)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.0000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I couldn't figure out the problem. I do have the library mods so that shouldn't be the problem.
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Morrokain

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I have wanted to play this mod. Unfortunately everytime at sector generation the game crash:

Spoiler
Quote
97339 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Archean Order TC v1.3.4 (data\campaign\econ/mordreath.json)]
98718 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
   at java.util.Random.nextInt(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.updateMax(BaseEventManager.java:37)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.<init>(BaseEventManager.java:29)
   at com.fs.starfarer.api.impl.campaign.intel.PersonBountyManager.<init>(PersonBountyManager.java:16)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.addScriptsIfNeeded(CoreLifecyclePluginImpl.java:421)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconom yLoad(CoreLifecyclePluginImpl.java:662)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.0000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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I couldn't figure out the problem. I do have the library mods so that shouldn't be the problem.

Thanks a lot for showing the error. :)

It seems to at least point to a specific file. I've never seen this come up before so I will take a look at the file in question and see what turns up.

(You shouldn't need any library mods to run Archean Order - maybe try taking those off and seeing if that helps it in the meantime? I don't think that's the problem most likely since I have used lazylib myself because its required for console commands, but at least that rules it out completely if they aren't being installed)
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ArnaudB

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I just tried to start a new game with ONLY Archeon Order, absolutely nothing else active, and I still get the same crash.
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Morrokain

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I just tried to start a new game with ONLY Archeon Order, absolutely nothing else active, and I still get the same crash.

per Alex:

This will happen if, in settings.json, "minPersonBounties" is set higher than "maxPersonBounties".

Have you edited your core settings file by chance?

<install directory>/starsector-core/data/config/settings.JSON

If you have, be aware that there is a setting for maxPersonBounties in the mod:

<install directory>/mods/Archean Order TC v1.3.4/data/config/settings.JSON

So if you increased the number of minPersonBounties but didn't either remove that portion of the mod or change it to be higher to reflect the core settings, that error could occur. I will change it in the next update to override both slider settings so that at the very least it won't cause an error if a player had decided to modify the core file in the past.
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ArnaudB

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It works!

The Bounty setting indeed seem to have been the problem. I had set the settings at minbounty=8 and max=20 for a bounty-only run with Varya's Sector.

I set the value to min=3 and max=5 and I was able to successfully start the game. I'll go see what the mod offers now.

Thank you.
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Morrokain

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It works!

The Bounty setting indeed seem to have been the problem. I had set the settings at minbounty=8 and max=20 for a bounty-only run with Varya's Sector.

I set the value to min=3 and max=5 and I was able to successfully start the game. I'll go see what the mod offers now.

Thank you.

Happy to help  :) Thanks for pointing out that potential issue. I have made a note to make sure to correct it for the next update.
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Morrokain

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Not sure if related to this mod but it seems like the Galatia system never reconnects with the rest of the sector. Though It might be something else causing it.

I think I fixed this. It wasn't using the override version of the script I intended it to in some cases for faction-specific starts. So certain colonies' ownership wasn't being changed or included in the economy.
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Morrokain

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Notes for upcoming update/"hotfix."

Let me know if anything seems wonky. Hoping to have it out by the weekend.

Spoiler
Campaign Content Additions and Balance Changes
-------------

 --- Campaign Changes:
-------------
    - Advanced and rarer vessels are less accessible as a whole in markets, and should no longer be salvageable through post-battle recovery (Enemy-wise) though you can still find them as derelicts from warzones for now (changing that later).
    - Starting options contain less starting vessels than before with the exception of harder starts such as Pirate or Adamantine Consortium.
    - Increased minimum bounties active at a time.
    - Reduced amount of enemy raider bases active.
    - Increased payouts for bounties.
    - Removed use of autofit in NPC fleets.

 --- Faction Changes:
-------------
    - Further increased Luddic Church vessels' effectiveness.
    - Reduced most factions' use of dedicated carrier vessels (Improves large-scale campaign performance.)
    - Hegemony Condor now gains Targeting Feed ship system instead of Burn Drive. (Carrier changes make this necessary.)
    - Luddic Church Condor now gains Reserve Deployment ship system instead of Burn Drive. (Carrier changes make this necessary.)
    - Removed use of Retibution fighters, Thermal Pulsers and Thermal Cannons from Sci-Corps fleets (personal preference. It had too much of a Christmas kind of feel :P )
-----


Combat Balance Changes
-------------
 - Frigates: Added built in hullmod that lets frigates low-flux boost up to 35% max flux and increases damage dealt to fighters by 100% and incoming missiles by 50%.
 - Further increased hitpoints of Atropos torpedoes and Shockwave rockets.
 - Increased flux cost of Punisher Artillery System to be inefficient like other non-missile Fire Support weapons.
 - Slightly reduced hit damage of Devastator Cannon.
 - Reduced hit damage of Antimatter Blaster by 20%. (Was too good for being so flux efficient despite the short range.)
 - Increased flux per shot of Plasma Cannon. Almost inefficient.
 - Increased Peak Performance Time on many rare ships and all phase ships.
 - Increased armor penetration and burst damage of the Claw bomber's light tactical laser.
 - Reduced Heavy Thunderbolt Launcher's damage per second by 33% (Not its strike damage).
 - All dedicated carriers now have a large penalty to their low-flux speed bonus to better prevent kiting. (Carriers now absolutely require escorts to offset their combat range.)
 - Reduced Fighters per wing by a range of 33% - 50% in all cases but the highest tiered fighters.
 - Increased fighter bay amount in dedicated carriers and most combat carriers past the destroyer-sized hull size.
 - Increased supply per deployment gap between hull sizes.
 - Increased supply per deployment gap (slightly) between pure assault-class and fighter-carrying hulls.
 - Increased fighter replacement times substantially.
 - Increased the benefit of the built in carrier hullmod reducing fighter replacement times.
 - Changed Barrage Hammer launcher back to alternating fire behavior. (turns out linked fire makes it weaker to flak rather than stronger overall as I had hoped)
 - Further increased the range threshold of Safety Overrides. (continuing to improve Luddic Path combat strength)
 - Reduced the CR decay per second on dedicated carriers to allow them to more effectively retreat since their speed has been greatly reduced.

--- Faction Hullmod Changes:
-------------
 - Simple Core Systems now increase armor by 100 in addition to its usual effects.
 - Updated Core Systems now increases max flux by 20% in addition to its usual effects, and the shield damage reduction bonus has increased.
 - Luddic Church now has even more increased speed but reduced hull flexibility as far as weapon loadouts (Lower Ordinance Points) and variants have been adjusted accordingly.
    - ^(Similar to Luddic Path- but a less patched-together zealous feel because of the removal of both permanent weapon failures and low PPT associated with Pather hulls.)
    - ^(With these changes, I'm hoping to provide capitalization on strengths and minimalization of weaknesses from an AI standpoint.)
    - ^(To the player, the hulls will seem more balanced as far as player piloting is concerned since previously the hulls mostly provided benefits over drawbacks.)

--- Station Balance Changes:
-------------
 -
--- Ship System Changes:
-------------
 -

--- Ship Changes:
-------------
 - Increased Legion max flux and dissipation.
 - Added an additional Large Ballistic turret slot to Legion.
 - Added additional fighter bays to Legion, Executor, Astral, Megalith, Nightreaver, Epiphany, Odyssey and Pillager hulls.
 - Increased Havok armor.
 - Increased Shrike armor.
 - Aegis now designated a light cruiser. (Better fits its size and power)
 - Added an additional two Large Synergy turrets to the Executor in place of its former side-facing medium Synergy turrets.
 - ^(Adjusted variants accordingly.)
 - Increased Justicar, Revenant and Megalith max flux, and dissipation (reduced their potency a bit too much last update.)
 - Increased Revenant weapon count.
 - Increased Megalith and Revenant fighter bay count and ordinance points (Not as high as before).
 - Re-adjusted cruiser and destroyer speed.
 - Increased Malevolent and Astral max flux.
 - Reduced Malevolent armor and slightly increased Megalth armor.
 - Added additional fighter bay to Eagle to synergize wtih its standard ship system and soften the blow of the number per wing reduction to fighters.
-----


Bug Fixes
-------------
 - Fixed calculation of Simple Core System's shield damage increase in its description to match its actual effects.
 - Fixed calculation of Updated Core System's shield damage decrease in its description to match its actual effects.
 - Added rarity modifiers to all ship hulls (actually missed the very presence of that column in the ship.csv file, ugh)
 - Corrected Adamantine Consortium faction start to use correct ships instead of the Tri-Tachyon variant.
 - Removed chance for an error to occur during campaign start due to overrides within the settings portion of the mod.
 - Dedicated carriers should now act accordingly among all faction variants and attempt to avoid the front lines and remain behind combat vessels.
 - Hopefully fixed issue with some faction starts causing Galatia to not properly reconnect with the Core World's economy.
 - Jangala is now finally a Hegemony starfortress instead of a Persean League starfortress.
 - Xanathos now actually acts like a black hole instead of a standard star. It is now an extreme hazard. Some colonies are moved father away from the event horizon to prevent too many patrols from being caught in its grip.
-----


Misc
-------------
 - Polished Adamantine Consortium stations look to have better lighting at the edges.
 - Polished Condor (Ad) sprite to better match new theme for the Consortium.
 - Updated Antimatter Blaster sprite to match modern Starsector.
 - Increased battle size defaults (can still be lowered) due to better performance.
 - Hopefully increased performance in late campaign during max battles by 25%-40%.
 - Changed engine color of conversions that change tech to match the tech that the hull is being converted to.
 - Reduced fleet strength variance in Random Battle and Random Fleet Battle missions.
 - Changed Retribution sprite to better match a Hegemony-dominated production.
 - Increased the radius of orbit for several Archean Order entities to help prevent their patrols from crossing the event horizon of Xanathos.
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