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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)  (Read 897027 times)

OmegaS

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #825 on: April 27, 2025, 12:48:49 PM »

Could just make them unobtainable by the player.
From what I remember, most of the were realistically downgrades that nobody would ever use if they knew the combat system.  This is removing duds for newbs to trip over.
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Demulidor12

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #826 on: April 27, 2025, 01:50:17 PM »

When I try to start with my faction on Nexerelin this error occurs:
Code
13907113 [Thread-3] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
13907113 [Thread-3] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
13907214 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.PlanetAPI.changeType(String, java.util.Random)" because "mansa2" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.PlanetAPI.changeType(String, java.util.Random)" because "mansa2" is null
at data.campaign.procgen.HMIThemeGenerator.setUpMansaSystem(HMIThemeGenerator.java:1362)
at data.campaign.procgen.HMIThemeGenerator.addMansa(HMIThemeGenerator.java:1316)
at data.campaign.procgen.HMIThemeGenerator.generateForSector(HMIThemeGenerator.java:197)
at assortment_of_things.campaign.procgen.RATSectorThemeGenerator.generate(RATSectorThemeGenerator.java:67)
at assortment_of_things.campaign.procgen.RATSectorProcGen.generate(RATSectorProcGen.java:288)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.z.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(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.base/java.lang.Thread.run(Unknown Source)
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Mazrim

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #827 on: April 27, 2025, 01:53:32 PM »

Could just make them unobtainable by the player.
From what I remember, most of the were realistically downgrades that nobody would ever use if they knew the combat system.  This is removing duds for newbs to trip over.

There were some real gems in there. I loved me the Remnant Paladin. That thing was _terrifying._ I know I used a number of other decent weapons. I think the 1100 range Remnant Mining Beam was Funnytm with a few setups.
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alp7292

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #828 on: April 27, 2025, 02:00:28 PM »

remnant weapons were mostly fine for me as they rarely dropped from remnants, also did knights of eva had something unique or were they just duplicate luddic faction.
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OmegaS

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #829 on: April 27, 2025, 02:28:32 PM »

Could just make them unobtainable by the player.
From what I remember, most of the were realistically downgrades that nobody would ever use if they knew the combat system.  This is removing duds for newbs to trip over.
There were some real gems in there.
Well, I said MOST of them for a reason.  The ones that are currently in the weapon.csv file are mostly the ballistics, along with their Light Burst Assault Laser and a proxy launcher variant of the Messenger.  Hopefully, the lineup is just getting balance tweaked, but Alfonzo is working on this Crown Cluster right now, so who knows?
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Gantradies

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #830 on: April 27, 2025, 06:15:06 PM »

is anyone else having issues with downloading the base mod through Tri-OS?
im getting an error from that link specifically, works fine in firefox though
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Helix_Vaetis

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #831 on: April 27, 2025, 10:27:32 PM »

Definitely happy to see this back in .98A; it's a bit bittersweet that the justified removal of Maxwell is accompanied by the loss of the Knights of Eva and so many Brighton ships, but it is what it is. Looking forward to playing with this on the modlist once again
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King Alfonzo

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #832 on: April 28, 2025, 01:32:17 AM »

After delete HMi file, i reuplaod the hmi 0.4.0, and... the game start. BUT, my save still unpraticable under 0.4.0.

The update isn't savegame compatible., apologies.

Big fan of the changes except removing the converted drone ships from Brighton. That's like half their faction identity gone lol.

I only removed some of the small ones, not all of them?

Why remove the Remnant weapons? I rarely used them myself but it does make sense that the Remnants would use weapons they modified (same as they did their ships) and they made them more of a threat with how powerful they are. Could just make them unobtainable by the player.

While it does make Remnants more powerful, they were too easily farmed. Further, the weapons themselves were far too OP for an easily farmable weapon. If they weren't OP, then they kind of melted into the background, unused and undesired. The current line up of Remnant weapons makes some logical sense without going completely overboard, I feel.

When I try to start with my faction on Nexerelin this error occurs:

Whoops! That's a weird one. Did a quick fix; redownload to resolve this issue. Please tell me if it's still crashing.


remnant weapons were mostly fine for me as they rarely dropped from remnants, also did knights of eva had something unique or were they just duplicate luddic faction.

Nah, they were just 'High Tech LP with built-in High Scatter Amplifier and Safety Overrides'. They weren't seeing a lot of engagement or interest, so I dropped them.

is anyone else having issues with downloading the base mod through Tri-OS?
im getting an error from that link specifically, works fine in firefox though

I'm afraid I don't udnerstand how TriOS works, so I can't speak as to why there'd be an error with it. Sorry!

Definitely happy to see this back in .98A; it's a bit bittersweet that the justified removal of Maxwell is accompanied by the loss of the Knights of Eva and so many Brighton ships, but it is what it is. Looking forward to playing with this on the modlist once again

There weren't too many Brighton ships removed, just the ones that you'd probably not miss. Knights of Eva was due for removal for a long time coming tbh. Hope you enjoy it!

YukiM

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #833 on: April 28, 2025, 02:10:16 AM »

No more Mess Dominators? Will be missed :)

I do love the new mess vfx though!
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OmegaS

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #834 on: April 28, 2025, 03:06:52 AM »

The current line up of Remnant weapons makes some logical sense without going completely overboard, I feel.
Well, some of them are more worthwhile changes than others.  Let's go down the list, bearing in mind that these (other than the launcher) can all be placed in Energy mounts with a range penalty, which does give a lot of fitting options on High Tech.  They're generally worth trying out at least, so there's some semblance of balance here.
  • Light Dual Autocannon: 1 OP, +100 base range, 30% maximum dispersion, 33% dispersion build up, and +50% projectile speed.  It has a lot better sustained accuracy, so it can actually hit things at longer ranges.  Worthwhile, but still feels budget.
  • Railgun: +2 OP, +125% damage, full EMP damage (arc on hull hits), -60% RoF, +128% flux.  Pocked sized HVD, it does less damage and EMP but is still flux efficient.  I can see it working, but its something you commit to focusing on.  Fair-ish
  • Proxy Charge Longer: -66% OP, -80% ammo, Small slot.  Its a small slot Proxy Launcher, so that's going to come with some trade offs, but the ammo cut seems a tad too much.  Fair
  • Light Burst Attack: Assuming that it's replacing the old Burst PD High Delay fighter version, I'll just assume its worthwhile on whatever its mounted on.
  • Heavy AC: +2 OP, -10 flux/shot, 44% maximum dispersion, 33% dispersion build up, 50% projectile speed.  It is objectively better, but the big changes are in effective accuracy at long range.  Reason not to use pre-nerf Heavy Mass Drivers?  Seems reasonable
  • Mark IX Autocannon: +4 OP, half EMP damage (arcs on hull hits), +15% flux, 66% max dispersion, 63% dispersion build up, +87% projectile speed.  Significant OP cost and worse flux to be more accurate at long range.  EMP gives it use after the shield is down, but it seems tacked on to me.  Worth testing to see if it works for you.
  • Gauss Cannon: +3 OP, -200 range, +5% damage, full EMP damage (arcs on hull hits), -5% RoF (but much shorter charge up), +75% projectile speed.  A larger HVD uses the fact that its already paying flux through the nose to get some EMP damage, but is still inherently bound by the Gauss Cannon's problems, such as being really expensive to start with.  Loss in range hurts, and the increase in projectile speed feels less significant considering how high it already was.  I for one do not care of the Gauss Cannon to start with, so I can't give an unbiased opinion on it.
  • Hellbore: +4 OP, +12.5% RoF, -20% dispersion build up, +30% projectile speed.  Not going to lie, I think this one is a dud, because with that 4 OP jump its now in 'real weapon' territory.  The projectile is still on the slow side, and that's honestly the big problem that needed fixing.  If you are that desperate for a hole puncher, your likely High Tech and can use a HIL instead.  Low Tech is likely going to stick with the HAG regardless of taking longer to punch through.

5.5 out of 7 isn't bad, and I'm not going to count the Gauss against you, so its still head and shoulders above modslop.
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Stukov81

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #835 on: April 28, 2025, 03:51:54 AM »

While it does make Remnants more powerful, they were too easily farmed. Further, the weapons themselves were far too OP for an easily farmable weapon. If they weren't OP, then they kind of melted into the background, unused and undesired. The current line up of Remnant weapons makes some logical sense without going completely overboard, I feel.

i think you could have made them unrecoverable
but either way i am thankful for your update
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alp7292

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #836 on: April 28, 2025, 11:15:15 AM »

While it does make Remnants more powerful, they were too easily farmed. Further, the weapons themselves were far too OP for an easily farmable weapon. If they weren't OP, then they kind of melted into the background, unused and undesired. The current line up of Remnant weapons makes some logical sense without going completely overboard, I feel.

i think you could have made them unrecoverable
but either way i am thankful for your update

Changing vanilla faction and making them harder with nothing else is a bad modding idea, a lot of other mods also tweak remnants.
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Sharp91

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #837 on: April 28, 2025, 08:34:37 PM »

First time poster, long time player.

I think the Remnant weapons have suffered from the typical "complaining voices are heard the loudest". I may be biased, but I'd wager more people liked them over disliked them. They're a good idea, and they looked cool.

I personally thought they were great and made fighting the remnants exciting and rewarding. I don't think "overpowered" is always problem in a single player game, for a lot of us, its a big part of why we love single player games.

I would be grateful if you added them back to your fantastic mod, but I understand you have to make an executive decision on these things.

Alternatively, could you add it as togglable in the mod settings? Or a "TRUE/FALSE" line of code?
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Zr0Potential

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #838 on: April 28, 2025, 10:08:55 PM »

Greatly saddened with the loss of so many things that made this mod uniquely stand out, the Knights of Eva, the Remnant Weapons that gives you some nice extra goodies when core farming (while blending in nicely with Vanilla), and most importantly the gutting of the Obsidian system, with their unique Lowtech-Midline-Hightech pirate factions that turns the system into a total warzone, it's one of my favorite places to visit. I hope you can repurpose them or same as the idea below, put them on a toggle. As it is, I will be sticking with the older version of the mod.  :'(

Imho while the mod is packed with tons of stuff, debloating isn't really necessary, I think more polishing and/or balancing like what you've done for the Mess Ships visuals & Xiu Lius, etc. and more lore/worldbuilding for the unique systems would be much better thing to have, but that's just my humble opinion.  ;D

First time poster, long time player.

I think the Remnant weapons have suffered from the typical "complaining voices are heard the loudest". I may be biased, but I'd wager more people liked them over disliked them. They're a good idea, and they looked cool.

I personally thought they were great and made fighting the remnants exciting and rewarding. I don't think "overpowered" is always problem in a single player game, for a lot of us, its a big part of why we love single player games.

I would be grateful if you added them back to your fantastic mod, but I understand you have to make an executive decision on these things.

Alternatively, could you add it as togglable in the mod settings? Or a "TRUE/FALSE" line of code?

Strongly agree with this, if I may suggest a fix to the "overpowered" allegations would be to increase the OP cost or to make it expensive to install on Non-Automated Ships ig?
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Yber

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #839 on: April 29, 2025, 11:06:07 AM »

What's the exploration content in the faction submods? I've been exploring and I can't find certain things that were there before.
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