Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Pages: 1 ... 21 22 [23]

Author Topic: [0.97a] Carter's Freetraders - V 2.3 - 09/12/24 - Even more balancing  (Read 217378 times)

Dazs

  • Admiral
  • *****
  • Posts: 1168
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.2 - 08/18/24
« Reply #330 on: August 18, 2024, 11:32:08 AM »

v2.2 released today - Save game compatible
   -Changed the behavior of all CFT PD weapons to prioritize fighters over enemy ships - TY Shogouki for the idea and sorry it took me so long to get to it
   -Added the Hint DO_NOT_AIM to the Hellfire missile so it will fire outside of it's weapon arc - TY Axelord for the suggestion
   -Add the Hint CONSERVE_FOR_ANTI_ARMOR to the Inferno, Hellfire, Sledge and Firestorm as they are all Explosive and best not used on Shields
   -Increased the size of the Hellfire rocket, Chet and point defense missiles to make them more visible - TY Axelord for the suggestion
   -Lowered the speed of the Firestorm, Chet, Point Defense and Carronade missiles to bring them in line with similar vanilla analogs - TY Axelord yet again :)
   -Lowered the Armor on the Chester from 1090 to 900 - TY emto demto for your discord commentary
   -Lowered the wing count of the Cutter from 3 to 2 and the op cost from 7 to 6 - TY Hablmet for your discord commentary
   -Raised the default ship role of the Exeter from 3 to 12 - Increases the odds of it showing up for sale in CFT markets - They are traders after all ;)
   -Noted the Danube (destroyer) and Bawley (frigate) both had 7 deployment so I changed the Danube to 6 and the Bawley to 8 - Both are logistics ships with similar roles
   -Changed the OP message on discord for CFT to describe the mod and what it offers in more detail

Sorry some of the requests took me so long to implement but better late than never as they say
Enjoy!

DaddyO

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.2 - 08/18/24
« Reply #331 on: September 09, 2024, 07:06:22 AM »

Been playing CFT version 1.7.0 on Starsector 0.96a-RC10 and it has been working great for me. However, I ran into a recent CTD and I posted the issue on Bugs Report and Support and still waiting for a response.  When opening up the log file I am seeing several of these errors below with some showing hellfire and others inferno.  Any help here would be greatly appreciated.
FYI - I had to remove the special character to post this reply for this line: at com.fs.starfarer.ui.O0Oo.oY000(Unknown Source) the Y had a line through it had to remove it.

1700118 [Thread-3] WARN  com.fs.starfarer.ui.impl.CargoTooltipFactory  - Error figuring out MIRV spec details for [CFT_hellfirerockets]
org.json.JSONException: JSONObject["emp"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   at com.fs.starfarer.ui.impl.CargoTooltipFactory.o00000(Unknown Source)
   at com.fs.starfarer.ui.impl.CargoTooltipFactory$4.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oY000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponPickerDialog.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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(Unknown Source)
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1168
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.2 - 08/18/24
« Reply #332 on: September 09, 2024, 02:44:50 PM »

Been playing CFT version 1.7.0 on Starsector 0.96a-RC10 and it has been working great for me. However, I ran into a recent CTD and I posted the issue on Bugs Report and Support and still waiting for a response.  When opening up the log file I am seeing several of these errors below with some showing hellfire and others inferno.  Any help here would be greatly appreciated.
FYI - I had to remove the special character to post this reply for this line: at com.fs.starfarer.ui.O0Oo.oY000(Unknown Source) the Y had a line through it had to remove it.
Hello there thank you for reporting but I have updated the mod signifyingly since v1.7 and I no longer have a 0.96a-RC10 version of the game to do any testing. I am sorry to say your error log is not anything I have come across before so I do hope someone can give you some help on your post on the support page.

DaddyO

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.2 - 08/18/24
« Reply #333 on: September 09, 2024, 05:35:01 PM »

Wow really? You don't have a working 0.96a-RC10 to test with? I am not a programmer by trade, however, I did programing in college and did QA in COBOL language and I am pretty sure something with your last version for Starsector version I am playing,  has an issue with the missiles you created.  Baffles me how someone that creates these mods move on to new versions and leave the old versions to rot yet players like me are still enjoying the older versions because it has depth and value still.  Okay, hopefully someone from Dev team can help.  Wish you well, but at this point I don't think CFT is worth my while going forward, if this is the support I am going to get.  Thank you good luck.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1168
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.2 - 08/18/24
« Reply #334 on: September 10, 2024, 04:27:15 AM »

Wow really? You don't have a working 0.96a-RC10 to test with? I am not a programmer by trade, however, I did programing in college and did QA in COBOL language and I am pretty sure something with your last version for Starsector version I am playing,  has an issue with the missiles you created.  Baffles me how someone that creates these mods move on to new versions and leave the old versions to rot yet players like me are still enjoying the older versions because it has depth and value still.  Okay, hopefully someone from Dev team can help.  Wish you well, but at this point I don't think CFT is worth my while going forward, if this is the support I am going to get.  Thank you good luck.

I am sorry that I was unable to help. The error report you posted is a Warning and not a crash so I did not recognize it at first. Is this from the bottom of your error log? I ask because the SS logs generally have numerous warning and error messages but they do not causing a critical error, the last entry is what is crashing your game and should have the prefix "ERROR" after the thread line.

Dazs

  • Admiral
  • *****
  • Posts: 1168
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.2 - 08/18/24
« Reply #335 on: September 10, 2024, 10:55:53 AM »

@DaddyO NM I guess. I see on your posting in bug reporting that Histidine identified your crash was actually due to an interaction with Industrial Evolution. That would explain my confusion, I do hope the advice given there helps you solve your issue.

Dazs

  • Admiral
  • *****
  • Posts: 1168
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.3 - 09/12/24 - Even more balancing
« Reply #336 on: September 12, 2024, 04:41:24 AM »

v2.3 Released Today - Save game compatible
   -Changed the aspect ratio of the CFT crest to a standard 256x256 - it was originally elongated to look more like the flag but did not show correctly in game
   -Added a CFT icon to the LunaLib & TriOS menus
   -Arethusa: Lowered the speed from 60 to 50 and raised the Flux Regen from 680 to 700 - Helps prevent it from rushing ahead of the fleet alone and getting swarmed
   -Bolster: Changed two of the small side facing ballistic mounts to medium front facing and rearmed the variant - Gives it some offensive power and worth deploying
   -Cog PD Platform: Assigned a missing default ship role - Long overdue oversight that prevented it from being assigned to AI controlled fleets
   -Barkentine: Replaced the ship system from reserve wing to flare launcher - For a light carrier with three wings and that strong a system it was OP
   -Lennox: Changed the wing count from 2 to 1 and reduced the op from 100 to 95
   -Vestale: Changed the wing count from 2 to 1 - Ty soundso for your post regarding CFT small carriers being OP
   -Wave Burst PD Laser - Reduced the size of the glow when firing - looked like a flashbang went off every time it fired :)

Enjoy!

DaddyO

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.2 - 08/18/24
« Reply #337 on: September 13, 2024, 12:43:54 PM »

@DaddyO NM I guess. I see on your posting in bug reporting that Histidine identified your crash was actually due to an interaction with Industrial Evolution. That would explain my confusion, I do hope the advice given there helps you solve your issue.
Yes his advice worked for now. However, when I open the Starsector log file I am still seeing errors for the missiles that you put into your mod and the amount of errors showing in the log keeps growing.  I am hopeful it will not crash again but only time will tell. In fact I have tried to delete the missiles in question from your mod in the settings and nope still showing up as errors in the log file.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1168
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.2 - 08/18/24
« Reply #338 on: September 13, 2024, 01:38:56 PM »

@DaddyO NM I guess. I see on your posting in bug reporting that Histidine identified your crash was actually due to an interaction with Industrial Evolution. That would explain my confusion, I do hope the advice given there helps you solve your issue.
Yes his advice worked for now. However, when I open the Starsector log file I am still seeing errors for the missiles that you put into your mod and the amount of errors showing in the log keeps growing.  I am hopeful it will not crash again but only time will tell. In fact I have tried to delete the missiles in question from your mod in the settings and nope still showing up as errors in the log file.
Good, I am happy to hear Histidine was able to help. The reason I was so confused regarding the report snippet you posted was it was calling an error for emp damage and those missiles do not have an emp rating. I have gone over my personal game logs to see if I have the same report but I could not find anything similar to your error. I have gone over the weapon csv, the .wpn files  as well as the .proj files for those weapons and I see no issues. What really boggles me is the part in your log "Error figuring out MIRV spec details " since I use the standard type_1_mirv projectile the vanilla missiles like the Hurricane do so it cannot be the code on my end.

My best guess is you have a mod installed that I do not and there is a conflict between them somehow. Please let me know if it becomes a problem and we can go more in depth and compare logs and enabled mods as further step.

ymarsakar

  • Ensign
  • *
  • Posts: 17
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.3 - 09/12/24 - Even more balancing
« Reply #339 on: September 17, 2024, 07:58:10 PM »

Since I have been playing with this mod for some time, I might as well provide some feedback as well here. As someone that likes trading and hauling random items around, the various Carter ships fulfill that need of a cruiser hull with a lot of cargo, but some carrier abilities/salvage. They make the faction interesting to raid, since most regular factions use merchant ships that are very easy to destroy.

I do think that because you have a lot of content in your mods, Dazc, it is very hard for you to balance them. For example, one of the Carter combat hauleers, has 2000 cargo capacity, 2300+ with cargo expansion, for a cruiser. I would rather not drag around an atlas as it slows me down and is a big phat target, but an atlas also has 2000. So essentially Cartre line is like super cargo ships that can also do carrier and other stuff. Now I still have a use for an atlas, I detach it and send it back to base carrying cargo. But otherwise, Carter's ships are far vaster in superiority there. That is good if cargo is what I needed plus some othre salvage/fighting ability, but it is also imbalanced in its own fashion. I do love mods that change up less known areas of the game, such as the Dinosaur earth mod that makes a serpentine ship, or ED shipyards that has a steam cargo freighter train that is also moving like a serpentine snake. These add unique experiences to playing as a pirate/independent/raider.

Numbers wise, 1500 or 1700 cargo for that cruiser ship would be closer to the limits on other ships in starsector. Too much easily accessible cargo ships that are fast and shielded, makes certain aspects of the game too easy. And I only use like 1-2 of those ships and they tend to push out mules and other ships, since they are much more slot efficient. I don't like adding hull mods and changing them up every time I need to do an expedition, so even though hull mod customization can address this issue, I don't think modifying my ships for more cargo is "fun" so to speak. Just storing ships and picking them up if I need cargo is more than eneough micro tedium already. Having one or two cargo combat haulers ine Carter's faction really helps me avoid the tedium.

Even though I know the cargo value is too high, especially when it is shielded. As an explorer that likes eto pick up random stuff all the time and carry it with me like a nomad, your capitals are also quite convenient. Imbalanced, but convenient. It is kind of like having freee industrial skill points.

How can this be balanced? The burn rating can be set to 7, requiring story points or 24 ordinance to get the highere burn mod in. That would nearly cripple the combat defenses of the ship. Or like thee ED ship yards +2 great drive stabilizer fuelcarrier, you can increase th emaintenance to a verey large number to make up for the fact that we can carry thousands of supplies with ease. And the salvage gantry makes it back anyways.

Star sector's logistics focused hull mods are not very diveres or customized. With Nexerelin increasing wrecked ships found due to random combat and othere mods that bring mining here to space asteroids, increased cargo is verey useful for gameplay. But I really feel that there is a way to make a special mod for these ships that allows them to consume organics and ore to "make stuff" every month. I got this idea from another mod with an organic ship that made more ships out of organics. This would not blow up the cargo space we use for exploration and smuggling by all that much, but it would make it convenient to make use of organics and other stuff to "craft" items that we do need. LIke maybe nanite paste or distraction beacon consumables. That way I am not micromanaging the hullmods, and my excess cargo items I don't need to find a station to sell, I can just sorta exist perpeteually in space, like a cargo nomad.
« Last Edit: September 17, 2024, 08:07:08 PM by ymarsakar »
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1168
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.3 - 09/12/24 - Even more balancing
« Reply #340 on: September 18, 2024, 05:29:00 AM »

Since I have been playing with this mod for some time, I might as well provide some feedback as well here. As someone that likes trading and hauling random items around, the various Carter ships fulfill that need of a cruiser hull with a lot of cargo, but some carrier abilities/salvage. They make the faction interesting to raid, since most regular factions use merchant ships that are very easy to destroy.
Well hello again, good of you to weigh in on CFT as well. I appreciate the nice comments as the mod is intended for players who like to smuggle without having to be forced into a pirate faction. I added the salvage and mining stats because I enjoy those aspects of the game.
I do think that because you have a lot of content in your mods, Dazc, it is very hard for you to balance them. For example, one of the Carter combat hauleers, has 2000 cargo capacity, 2300+ with cargo expansion, for a cruiser. I would rather not drag around an atlas as it slows me down and is a big phat target, but an atlas also has 2000. So essentially Cartre line is like super cargo ships that can also do carrier and other stuff. Now I still have a use for an atlas, I detach it and send it back to base carrying cargo. But otherwise, Carter's ships are far vaster in superiority there. That is good if cargo is what I needed plus some othre salvage/fighting ability, but it is also imbalanced in its own fashion. I do love mods that change up less known areas of the game, such as the Dinosaur earth mod that makes a serpentine ship, or ED shipyards that has a steam cargo freighter train that is also moving like a serpentine snake. These add unique experiences to playing as a pirate/independent/raider.
Well CFT has gone though multiple balance passes since release, if you are interested they are all detailed in the changelog that can be found in the ZIP. As to their freighters being better than vanilla or other factions well that is the point of the mod. I purposefully made them the way they are and labeled the mod as vanilla plus to reflect that. Personally I hated having my fleets tied down with undeployable ships like the Atlas. As to the other mod ships you mention, sadly The Kingdom of Terra is not really usable atm. As to ED's ships, the Bernard tanker/tug and the Newfoundland War Train are ships that I always look out for as salvage but are admittedly far more OP than CFT's large tanker and freighter.
Numbers wise, 1500 or 1700 cargo for that cruiser ship would be closer to the limits on other ships in starsector. Too much easily accessible cargo ships that are fast and shielded, makes certain aspects of the game too easy. And I only use like 1-2 of those ships and they tend to push out mules and other ships, since they are much more slot efficient. I don't like adding hull mods and changing them up every time I need to do an expedition, so even though hull mod customization can address this issue, I don't think modifying my ships for more cargo is "fun" so to speak. Just storing ships and picking them up if I need cargo is more than eneough micro tedium already. Having one or two cargo combat haulers ine Carter's faction really helps me avoid the tedium.
If you are referring to the Exeter, I have it set to be an uncommon sell. You can visit CFT stations multiple times and not see one for sale. I set it that way to make it a bit of a chore to get one (legitimately) much less two of them.
Even though I know the cargo value is too high, especially when it is shielded. As an explorer that likes eto pick up random stuff all the time and carry it with me like a nomad, your capitals are also quite convenient. Imbalanced, but convenient. It is kind of like having freee industrial skill points.
Imbalanced, but convenient is probably the best short description of this mod I have come across. It is the point of this and JYD, to offer choices that other mods do not. Thank you for the appreciation and hope you are enjoying the mod overall.
How can this be balanced? The burn rating can be set to 7, requiring story points or 24 ordinance to get the highere burn mod in. That would nearly cripple the combat defenses of the ship. Or like thee ED ship yards +2 great drive stabilizer fuelcarrier, you can increase th emaintenance to a verey large number to make up for the fact that we can carry thousands of supplies with ease. And the salvage gantry makes it back anyways.
I'll look over the ship and do some comparisons for the next update and will take your comments as the baseline.
Star sector's logistics focused hull mods are not very diveres or customized.
As to the vanilla hull mods, I used to have cargo related hull mods in CFT but moved them to one of my other mods that focuses on hull mods, https://fractalsoftworks.com/forum/index.php?topic=25899.0. You may find something of interest there.
With Nexerelin increasing wrecked ships found due to random combat and othere mods that bring mining here to space asteroids, increased cargo is verey useful for gameplay. But I really feel that there is a way to make a special mod for these ships that allows them to consume organics and ore to "make stuff" every month. I got this idea from another mod with an organic ship that made more ships out of organics. This would not blow up the cargo space we use for exploration and smuggling by all that much, but it would make it convenient to make use of organics and other stuff to "craft" items that we do need. LIke maybe nanite paste or distraction beacon consumables. That way I am not micromanaging the hullmods, and my excess cargo items I don't need to find a station to sell, I can just sorta exist perpeteually in space, like a cargo nomad.
Well that already exists on the game in other mods. I made Ore refinery as a compression mod because, at the time, that option did not exist though since I released it others have done it more polished and do essentially what you describe so maybe look over these:
  • Supply forging turns metals and heavy machinery into supplies.
  • Prv adds a hullmod called the arc smelter which can be added to civilian ships that converts ore and transplutonic ore into metals and transplutonics.
  • Forge Production adds some hullmods that produce commodities.
  • Fuel Siphoning lets you turn supplies into fuel in nebulas.
  • And lastly, as mentioned above, the ore refinery mod also adds some abilities which can compress mining commodities and create new commodities to sell which take up far less cargo space.
There are others but those come immediately to mind.

Thank you for taking the time to correspond with all these notes and opinions. When I next work on CFT I will certainly refer to this post first.

Richared

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.3 - 09/12/24 - Even more balancing
« Reply #341 on: September 25, 2024, 05:13:40 PM »

I am laughing my ass off at the part of Carter 'breaking in and taking the confiscated cargo', AND THE FACT HE EXPLICITLY DIDN'T STEA MORE THAN HE OWNED! That is fuckin hilarious to me!
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1168
    • View Profile
Re: [0.97a] Carter's Freetraders - V 2.3 - 09/12/24 - Even more balancing
« Reply #342 on: September 25, 2024, 06:40:44 PM »

I am laughing my ass off at the part of Carter 'breaking in and taking the confiscated cargo', AND THE FACT HE EXPLICITLY DIDN'T STEA MORE THAN HE OWNED! That is fuckin hilarious to me!
The CFT lore is based on the RL smuggler John Carter which was a distant relative of mine. He considered his reputation to be the most important aspect of his success. Back then most smugglers were pirates and brigands and he felt that if he kept to just breaking (a smuggling term) that the excise agents would focus more on the dangerous types and leave him alone.

When I made this mod it was specifically to address that smuggling in the game is akin to piracy. Personally I despise pirates but have no issue with stickin' it to the man to help the little guy. That is why they are neutral and if you are a savvy player you can keep it that way and still make bank smuggling.
Pages: 1 ... 21 22 [23]