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Author Topic: [0.95.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - *hotfix* 4/14/22  (Read 722776 times)

Marco

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Has the empty AO markets thing been fixed?

What empty markets thing? The ships in military markets? Or the Gilead station, etc markets?

The first is a vanilla bug the second is intended. And the ships that would be in the military markets are instead in the open and black markets so they actually are more accessible for now.

Or is this something new I'm not aware of?

Empty ships market, as far as AO not having anything above a Templar.
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BreenBB

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I noticed big amount of weapons without description, also about standard Doom, its seems nerfed pretty harsh, I know what everybody consider mines OP, but it have now Maneuvering Jets, i'm not sure if it will be useful at all.

Also about AO markets in general, except empty military markets, Revenant, Justicar and Megalith does'nt appear in open and black markets, they can be bought using Agent from Nex, but agent can't get Justicar. Strange what is easier way to get AO stuff if you fight them, not allied.
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Morrokain

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Empty ships market, as far as AO not having anything above a Templar.

I noticed big amount of weapons without description, also about standard Doom, its seems nerfed pretty harsh, I know what everybody consider mines OP, but it have now Maneuvering Jets, i'm not sure if it will be useful at all.

Also about AO markets in general, except empty military markets, Revenant, Justicar and Megalith does'nt appear in open and black markets, they can be bought using Agent from Nex, but agent can't get Justicar. Strange what is easier way to get AO stuff if you fight them, not allied.

If you open the ship_data spreadsheet and remove the tag "req_military" they will start showing up. I just don't want to do this because I'll just have to add the tag all back again the next Starsector update. (Though to be fair I have no clue on the timeline for that.)

Well, I guess I can add a file for now that can be replaced to fix that without actually changing the mod file. I'll put that in the "supplement files" or w.e portion of Nexus mods.

Give me a few minutes and I'll have that up. Its easier to remove the tag then go through and add it all again. I'm glad I didn't do weapons and tested it instead so I was able to realize there was a bug in the first place hah.

Doom:
I'll consider re-adding the mines if I can find a way to nerf them a bit. Overall, its been reported that its not a bad ship though - especially with skills.

Descriptions:
Yes this is a known issue and the focus of the next micro-update. A lot are also outright incorrect at this point. I wanted to get the balance stuff out there first.
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Morrokain

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The fix has been uploaded under the "optional files" portion of Nexus Mods.

Follow the instructions and it should fix the military market issue immediately upon starting a new game, or within a couple in-game months if wanting to preserve your save.
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SonnaBanana

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Doom:
I'll consider re-adding the mines if I can find a way to nerf them a bit. Overall, its been reported that its not a bad ship though - especially with skills.

Remove homing and add a slight delay before they explode. That could be enough.
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I'm not going to check but you should feel bad :( - Alex

Albreo

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1340 on: July 08, 2021, 10:23:03 PM »

Gilead orbital station is empty.

Some high level military stations are limited to military markets. Lore-wise, while you can dock with the station and undergo repairs and visit special designated areas (Bar for now but will eventually be a shrine or chapel or something), the market is off limits unless reputation with the faction is high enough. There should be a description somewhere that explains this but in some places it still uses the generic docking text I think. That will be something I change later on. Ideally I'd like custom text/flavor for every individual market that changes based upon a number of factors. Some already have a bit of that kind of thing in place.

I think the docking procedure should be denied entirely as to not confuse players.


I imagine the new redacted agent is still in development, is it? so I don't have to focus on doing quests. I do like the random fleet that tries to extort you, keep that coming, provoke me more lol.

I noticed big amount of weapons without description, also about standard Doom, its seems nerfed pretty harsh, I know what everybody consider mines OP, but it have now Maneuvering Jets, i'm not sure if it will be useful at all.

Also about AO markets in general, except empty military markets, Revenant, Justicar and Megalith does'nt appear in open and black markets, they can be bought using Agent from Nex, but agent can't get Justicar. Strange what is easier way to get AO stuff if you fight them, not allied.

I still considered Doom to be OP though. With unlimited missiles and in the hand of AI, it's super easy to dispatch a destroyer or cruiser in one salvo. I suggest you equip it with a set of anti-shield and anti-armor missiles. Buff its speed to the limit with an unstable injector and a good captain.
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BreenBB

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About Doom, in vanilla mines can exploit omni shields, but its only one phase ship which can exploit omni shelds, not fire through them, since AI can rotate their shields as they want. About mines, from one side what Omni AI gives high priority to mines is a exploit, which allows to create opening to fire reapers, from one side, mines also deal big damage so ignoring them is not good idea either, about nerfs, I think is good idea make Omni shields cover from them only if they about to explode, because they take some time to charge up, another idea, make mines as weapon, which can work in phase space too, so they are deployed at doom location, although i'm not sure if they will be useful this way. Also alot of subsystems seems like have bigger cooldowns in AO, I think mines with simply slower recharge time or less of mines quantity will be more balanced.

In 095 Doom very buffed because of skills some subsystems such as mines really benefit from subsystem skill.

And I think Phase Ships also actually need to be punching above their class, since they doesn't have shields, and can't avoid damage when attacking.

Also I just not sure if speed increasing abilities is useful on phase ships at all, they still can catch up enemy in phase because of time dilation, and i'm not sure is Plasma Burn and Maneuvering Jets are working in phase.
« Last Edit: July 09, 2021, 01:10:04 AM by BreenBB »
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BreenBB

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I found crash with commision effect of Adamantice Consortium from Commission Crews:
Spoiler
642566 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
   at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataM anager.getFactionAuraData(DreadAuraFactionDataManager.java:44)
   at data.scripts.hullmods.commissionedcrews.dreadchampionaura.CHM_adamantine_consor tium.advanceInCombat(CHM_adamantine_consortium.java:59)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["dreadAuraData"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getJSONObject(JSONObject.java:500)
   at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataM anager.getFactionAuraData(DreadAuraFactionDataManager.java:41)
   ... 10 more
[close]

Also about commissions in general, they lack some sort of description with effect numbers, I'm not quite understand what they do. Also strange what Adamantine Consortium requires transponder, I quite used from vanilla and other mods what all unlawful factions doesn't care about transponder.
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Damienov

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CTD dreadAuraData not found

Code
1407462 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataManager.getFactionAuraData(DreadAuraFactionDataManager.java:44)
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.CHM_adamantine_consortium.advanceInCombat(CHM_adamantine_consortium.java:59)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["dreadAuraData"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getJSONObject(JSONObject.java:500)
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataManager.getFactionAuraData(DreadAuraFactionDataManager.java:41)
... 10 more

not sure if this is from commissioned crews mod but fighting Luddic was fine but ctd after updating to the newest AO
« Last Edit: July 09, 2021, 09:28:12 AM by Damienov »
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Morrokain

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Re: [0.95a] TC: Archean Order: Rebalanced Combat/Lore RPG - Beta 6/26/21
« Reply #1344 on: July 09, 2021, 04:51:36 PM »

I think the docking procedure should be denied entirely as to not confuse players.

There will be story elements linked to these places. The description should also explain why this is the case but the story will go into more detail.

CTD:

Strange I'll look into it. It shouldn't even be using that code yet as its not finished. The hullmods for Commissioned Crews should just increase hull... must be something with the rendering script that runs every frame during combat.

Thanks for posting the error that will make it easier to solve more quickly.

*EDIT*

Fix for the Commissioned Crews crash is under the optional files section on the Nexus Mods page. Simply unzip and replace the jar in the mod directory and it should fix the crash. Let me know if this doesn't work.
« Last Edit: July 09, 2021, 05:50:11 PM by Morrokain »
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BreenBB

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Fix works, although I still not sure what commission effects do, and they seems apply not to all player ships.
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Morrokain

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Fix works, although I still not sure what commission effects do, and they seems apply not to all player ships.

They only apply to the player flagship iirc and they are currently not finished. The Adamantine Consortium one is almost there, and causes nearby enemy ships to suffer malfunctions. The other three are just placeholders for now.

The code to create them is a little on the complicated side, so I had taken a break from implementing them. They are on the todo list before the mod leaves beta.
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6chad.noirlee9

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The commissioned crew hullmods have always been applicable to every ship in your fleet unless something has changed or you have encoded it different.

Ifnyou make really powerful ones it would make sense to limit them to the flagship
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Morrokain

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The commissioned crew hullmods have always been applicable to every ship in your fleet unless something has changed or you have encoded it different.

Ifnyou make really powerful ones it would make sense to limit them to the flagship

Yes I coded it to be flagship-only and they are meant to be powerful. For one, flavor and something different from the standard implementation is a factor here, definitely, and two: I want to keep it balance-able and limiting it to one ship is a major part of that concept in the sense that it dramatically boosts a specific lore theme and, hopefully, gameplay elements. I'm not going to say it's fully fleshed out because it is not and was mostly impromptu, but:

Nearby ships having malfunctions is a massive benefit, imo, and I have similarly strong but thematically different ideas in mind for the other three factions. However, part of this concept relies on combat and campaign features being roughly equivalent, and I'd say this is not the case at the moment.

In that vein of thinking, there is much work to do and I'd like to explore what feels good in each specific case. Vague? Yes, but this is where I am currently at as far as design goes... *shrug* I have a rough idea as far as goals but nothing concrete at the moment that doesn't indulge power-creep for the player in ways that would make vanilla bonuses of other factions using Commissioned Crews (including vanilla) less desirable. And that is not intended.
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6chad.noirlee9

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im sure youll make excellent design choices

i just tried using the escort/assault packages with your stuff and im pleasantly surprised; seeing as you have upped the weapon count and class for essentially every craft in the game (especially civilian craft) it ends up making civvy ships, in many cases, as strong as low tech and in some cases (like the venture) even stronger.

i have always wanted to do a run where civvy ships make up the fleet that was capable of actual combat and it looks like my wish has been granted!

of course late game stuff will likely require me to get a few dedicated combat craft, but perhaps not
my goal is to get to the endgame while (personally) fielding only civilian ships

oh which reminds me, the colossus does not have civilian grade hull.  is this intentional?
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward
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