Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 [2] 3 4 ... 9

Author Topic: [0.95a] Second Wave Options (0.6.5) - Options for Adjusting Campaign Difficulty  (Read 87734 times)

Innominandum

  • Commander
  • ***
  • Posts: 166
    • View Profile

Noice thx m8, that's some codegasmic stuff right there.
Quote from: RustyCabbage
-Consider making a Hashmap <Faction, Int> so that losing markets is more painful that raiding markets.
before you wreck yourself.

Map ididthismanuallybecause = new HashMap();
ididthismanuallybecause.put("Faction","int");
should do the trick.

 
« Last Edit: November 14, 2019, 12:43:05 AM by Innominandum »
Logged
"The early worm catcheth the bird."

RustyCabbage

  • Captain
  • ****
  • Posts: 284
    • View Profile

I've also been thinking about making every option available in this mod off by default, so you'd only opt in to features that interest you. On the other hand, I don't know how many people actually poke around in the settings file to do this, so users who don't touch it will end up downloading a mod that doesn't actually do anything. Anybody have thoughts on this?

I'm a firm believer that what the player should get if they just drop your mod into their game is what you consider to be the 'optimal' experience. I'd turn off by default anything that's not finished and anything that's extra punishing, but leave on what you'd say is the most accessible mix of features. If nothing else, it'll get you the fewest complaints.
Thank you for the input. In that case, I guess the current set up is closest to ideal - accessibility seems like a good barometer. My mind was just going to e.g. XCOM's Second Wave, where everything is optional default off, but obviously that's a different situation.

Noice thx m8, that's some codegasmic stuff right there.
Quote from: RustyCabbage
-Consider making a Hashmap <Faction, Int> so that losing markets is more painful that raiding markets.
before you wreck yourself.

Map ididthismanuallybecause = new HashMap();
ididthismanuallybecause.put("Faction","int");
should do the trick.
Oof, your post reminded me that I had forgotten to update the source when I posted the update (if you're real curious, the updated one is attached below - that particular .java file was changed heavily). Anyways, thank you for the tip; I think I've gotten the hang of using maps, and while Starsector's built-in compiler doesn't support type inference, compiling via NetBeans seems to solve any issues.

[attachment deleted by admin]

RustyCabbage

  • Captain
  • ****
  • Posts: 284
    • View Profile

Second Wave Options v0.3.2
This update is save compatible.

Changelog
Additions
-Added more variants to the simulator. They're kind of in a weird spot depending on your mod list, though.

Balance
-Doctrine Evolution: Market scores now use the square of the market size normalized for a size 5 market (e.g. 0.6x as much for size 3, 1x for size 5, 2x for size 10). Net buff.
-Doctrine Evolution: Officer Quality now only increases if it is lower than Ship Quality and Ship Quantity, further delaying officer spam in the early game.
-Doctrine Evolution: Buffed Remnant time bonuses to match market buffs. Remnants can no longer get negative points due to time.

Fixes
-Doctrine Evolution: Fixed a freeze that could occur when a faction has negative doctrine points. (Thank you to Venolak for help with identifying this issue.)

Variant Changes
Enforcer | Assault | Removed Flux Distributor. Swapped Vulcans for Flaks.
Gryphon | Standard | Added: Locust with linked Sabots in smalls might not work depending on AI autofit, but the goal variant is solid.
Gryphon | Fire Support | Added: Squall support with CH-Thunder and mass harpoons.
[close]

RustyCabbage

  • Captain
  • ****
  • Posts: 284
    • View Profile

Second Wave Options v0.3.3
This update is save compatible.

More balance changes and code minor code-cleanup.

Changelog:
Balance
-Secure Markets: Now enabled by default, still only affects new games. Markets are simply too volatile against buffed fleets without the added defenses, leading to a lot of destabilization. If interested, apply it mid game with the console command RCSWApplySecureMarkets.
-Secure Markets: By default, stations are built for size 5/6/7 markets if they did not already have one. (Previously was default off)
-Doctrine Evolution: Time bonus for all factions reduced to 0.8 per cycle. Nerf for all factions.
-Doctrine Evolution: Nerfed Remnants again (TimeBonusMult to 2, from 2.5). Nex raids of multiple fleets with multiple Novas in 217 is probably a bit much.
-Doctrine Evolution: Hidden markets only apply 60% of their market effect on doctrine. Probable buff for LP/Pirates, nerf for Kadur.
-Doctrine Evolution: Increased MarketScoreMult for factions with 4-10 markets. Net buff.

Fixes
-Secure Markets: Adding stations should no longer have problems with mods that have their own station (will still only add default stations).
-Doctrine Evolution: Increased how often the game checks for remnant fleet updates.

Other/QOL
-Details of each option added to the mod page.
-Updated RCSWGetMarketScores and RCSWForceDoctrineUpdate debug to follow new formulae and give more info.
-Factions that have 2+ hidden markets are now RAIDER_FACTIONS for the purposes of calculating market scores and adding stations/bases. Under default settings this has no effect.

Variant Changes
Atlas2 | Combat | Now a more balanced variant.
Legion | Assault | Now uses 5x Annihilators + 2x MK9s.
Dominator | Assault | Removed Railgun/Flux Distributor for more caps and Vulcans.
Dominator | Rocket | Removed a Vulcan, swapped a Hellbore for a MK9.
Hound P | Standard | Now uses HMG/DLMG + Heavy Armor.
Hound/D/LC | Standard | Now uses Heavy Mortar/DLMG + Aux Thrusters.
Hound A | Standard | Now uses Heavy Mortar/LMG + Aux Thrusters/Heavy Armor.
[close]

Starareo

  • Lieutenant
  • **
  • Posts: 94
    • View Profile

I might have borked the settings in my current save, but in conjunction with Ruthless Sector, I'm encountering Remnant Ordos in hyperspace with multiple capital+ sized ships during cycle 207.
Logged

RustyCabbage

  • Captain
  • ****
  • Posts: 284
    • View Profile

I might have borked the settings in my current save, but in conjunction with Ruthless Sector, I'm encountering Remnant Ordos in hyperspace with multiple capital+ sized ships during cycle 207.
Looking at the source for Ruthless Sector, I see some possible interaction between this mod's scripts and it, but a) I don't think it actually applies to hyperspace remnants; and b) none of it should have any effect as early as 207. I'm getting pretty standard behaviour even in 219, so I don't think there should be any problems.

Most likely it's just some bad luck with regards to the Remnant spawn. Under Ruthless Sector defaults, a max strength fleet could spawn with up to something like 248 fleet points (i.e. larger than the Ordos found in high danger Remnant systems), or it could spawn something as low as 16 fleet points (i.e. 2 frigates), with equal probability.

I think you could mitigate this problem by going to /mods/Second Wave Options <version>/data/world/factions/ and deleting remnants.faction--I changed the ship size doctrine from 4 to 5 (it shouldn't cause any problems with your save), but other than that it just seems to be something that can happen with Ruthless Sector.

Otherwise, if you can, any of the following would be helpful:
1. In RCSW_SETTINGS.ini, do you have "DEuseTimeBonus" set to true? If so:
1c. What is the value of "DEtimeBonusStartYear"?
1b. What is the value of "DEpointsPerCycle"?
1c. What is the value of "DEredactedTimeBonus"?

2. In RUTHLESS_SECTOR_OPTIONS.ini, what is the value of "maxHyperspaceRemnantStrength"?

3. If you have Console Commands installed, can you enter:
Code
runcode FactionDoctrineAPI doctrine = Global.getSector().getFaction("remnant").getDoctrine();
Console.showMessage("For faction '"+"remnant"+"':");
Console.showMessage("The Officer Quality level is: "+doctrine.getOfficerQuality());
Console.showMessage("The Ship Quality level is: "+doctrine.getShipQuality());
Console.showMessage("The Ship Quantity level is :"+doctrine.getNumShips());
and tell me what you get?

Starareo

  • Lieutenant
  • **
  • Posts: 94
    • View Profile

1. In RCSW_SETTINGS.ini, do you have "DEuseTimeBonus" set to true? If so:
1c. What is the value of "DEtimeBonusStartYear"?
206

1b. What is the value of "DEpointsPerCycle"?
0.8

1c. What is the value of "DEredactedTimeBonus"?
2

runcode FactionDoctrineAPI doctrine = Global.getSector().getFaction("remnant").getDoctrine();
Console.showMessage("For faction '"+"remnant"+"':");
Console.showMessage("The Officer Quality level is: "+doctrine.getOfficerQuality());
Console.showMessage("The Ship Quality level is: "+doctrine.getShipQuality());
Console.showMessage("The Ship Quantity level is :"+doctrine.getNumShips());

Officer, Ship Quality, and Ship Quantity all at 5

I'll probably just change the start year to something more reasonable.


Logged

RustyCabbage

  • Captain
  • ****
  • Posts: 284
    • View Profile

1. In RCSW_SETTINGS.ini, do you have "DEuseTimeBonus" set to true? If so:
1c. What is the value of "DEtimeBonusStartYear"?
206

1b. What is the value of "DEpointsPerCycle"?
0.8

1c. What is the value of "DEredactedTimeBonus"?
2

runcode FactionDoctrineAPI doctrine = Global.getSector().getFaction("remnant").getDoctrine();
Console.showMessage("For faction '"+"remnant"+"':");
Console.showMessage("The Officer Quality level is: "+doctrine.getOfficerQuality());
Console.showMessage("The Ship Quality level is: "+doctrine.getShipQuality());
Console.showMessage("The Ship Quantity level is :"+doctrine.getNumShips());

Officer, Ship Quality, and Ship Quantity all at 5

I'll probably just change the start year to something more reasonable.
Yeah, those are all default values, so it's just an unlucky Ruthless Sector roll, I think. Adjusting the start year to a later date wouldn't affect this. Deleting remnants.faction from the mod folder would help, but that's about it.

Starareo

  • Lieutenant
  • **
  • Posts: 94
    • View Profile

Its actually been a pretty okay experience so far haha, no more afk exploring for me.
Logged

RustyCabbage

  • Captain
  • ****
  • Posts: 284
    • View Profile

Second Wave Options v0.4.0
This update is (probably) save compatible.

More balance changes and refinement of current features, and a bunch of variant adjustments.

Changelog:
Additions
-Secure Markets: Starting annually in <default C.216>, factions will add a planetary shield to their best market as determined by Doctrine Evolution's market scores. Adjustable by settings. THIS WILL AFFECT CURRENT SAVES if it is not disabled.
-Odyssey Mode: Added an adjustable maximum distance option. I.E. support for Adjusted/Grand Sector.
-Iliad Mode: Added an adjustable maximum time option. Default is 180 days (excluding the buffer) for a maximum +90% increase in supply/fuel costs.
-Dark Sector: Added reputation-based sensor strength bonuses for enemy local fleets (up to +30%). Adjustable by settings. Removed player fleet sensor strength/profile multipliers (from 0.8, 1.2, respectively) to compensate (these values can still be adjusted in the settings).

Balance
-Odyssey Mode is now disabled by default. I personally like the feature, but truthfully it doesn't do much to address the inverse difficulty curve of Starsector, so making it optional seems right imo. As always, you can enable it in the options.
-Slow CR: Increased the default CR%/day multipliers by 50%. Hopefully still not high enough that you aren't waiting to restore CR as in vanilla, but not so oppressively low.
-Doctrine Evolution: Default time bonus reduced to 0.75 and 1.5, from 0.8 and 1.6, for non-remnants and remnants, respectively.
-Removed ship size changes and doctrine bonuses in remnant.faction. You should see fewer capital ships from them, at least in the early game.
-Iliad Mode: Default buffer time reduced from 30 days to 15.

Fixes:
-Fixed possible issue with uninstalling when Dark Sector is active.

Other/QOL
-Added a bunch more variants to the simulator.
-When both Odyssey Mode and Iliad Mode are enabled, their effects are reduced to 60% and Iliad Mode's buffer timer is multiplicatively increased by the inverse (5/3). Adjustable by settings.

Variant Changes
Astral | Elite/Strike | Removed Tac Laser.
Conquest | Standard | Readded.
Conquest | Elite | Added some PD Lasers on Gauss Side.
Onslaught/XIV | Elite | Now uses Aux Thrusters over Hardened Shields.
Apogee | Balanced | Removed Salamander. Added Burst PD Laser.
Aurora | Assault | Now slightly more flux efficient.
Aurora | Assault Support | Removed. No longer really fulfills any niches.
Aurora | Balanced | Now actually balanced and not simply gimicky.
Aurora | Strike | Now more emphasis on caps and efficient IR pulse lasers, relying on missiles/amb to break armor.
Aurora | Fire Support | Now a full beam spam ship.
Brawler | Elite | Harpoons -> Reapers.
Centurion | Assault | Salamder -> Reaper+RFC.
Doom | Strike | Now even more Strike-y.
Enforcer | Close Support | Sabots -> Harpoons.
Falcon P | Strike | Thunder -> Talon.
Hammerhead | Elite | Heavy Mortar -> Heavy Needler. Railguns -> LAG.
Hammerhead | Close Support | Revamped.
Hammerhead | Overdriven | Revamped.
Hound/A/D/P/LC | Standard | Back to ACG. Removed ARU. Emphasis on caps over vents.
Lasher/LC | Standard | Now uses double Sabot instead of Salamander+Reaper.
Lasher | Overdriven | Revamped.
Medusa | Attack | Swapped to a Phase Lance build over an AMB one.
Medusa | Close Support | Revamped.
Medusa | Point Defense | Removed.
Monitor | Escort | Added.
Mora | Assault | One Typhoon Reaper -> Sabot Pod.
Mora | Strike | One Perdition -> Broadsword. Added Railgun.
Mule/P/D | Standard | Harpoon Pod -> Sabot Pod.
Mule P | Smuggler | Now a mix of Missiles and SO.
Shrike | Support | PCL -> Sabot Pod.
Sunder/D | Assault | Railguns -> Autocannon. Ion Cannon -> Tac. Added Hardened Shields. Removed Stabilized Shields, RFC.
Sunder | Close Support | Salamanders -> Sabots. Graviton -> Tac. Added Hardened Shields.
Sunder | Overdriven | Autocannons -> LDMGs.
Wolf/A | Close Support | Added.
[close]

RustyCabbage

  • Captain
  • ****
  • Posts: 284
    • View Profile

Second Wave Options v0.4.1
This update is save compatible.

Variant changes and a fix for Mayasuran Navy.

Changelog:
-Fixed strange station generation when Mayasuran Navy is enabled. Sorry Chase.
-Secure Markets no longer affects mod factions by default.

Variant Changes
Astral | Attack | ECCM -> EDC. One Longbow -> Dagger.
Astral | Strike | One Longbow -> Dagger.
Aurora | Assault | Now more Assault-y.
Aurora | Balanced | Now less Assault-y.
Aurora | Fire Support | Tac Lasers in turrets -> LRPD.
Aurora | Strike | Now properly Strike-y.
Centurion | Assault | Added Armored Weapon Mounts. Flux Distributor -> Shield Conversion Front.
Drover | Strike | ECCM -> Hardened Subsystems.
Falcon/D | Close Support | Gravitons -> Tac Laser. Heavy Mauler -> HVD.
Gryphon | Standard | Sabot -> Annihilators, Harpoon Pods -> Sabot Pods. Adjusted weapon groups.
Heron | Attack | ECM -> Hardened Subsystems.
Heron | Strike | Fixed having extra OP. Whoops.
Hound A | Standard | Hound(A)s have 42 OP, huh.
Monitor | Escort | Fixed having an extra Extended Shields.
[close]

RustyCabbage

  • Captain
  • ****
  • Posts: 284
    • View Profile

Second Wave Options v0.4.2
This update is save compatible.

Summary:
-Major rebalancing for Doctrine Evolution. Over time doctrines grow significantly more slowly and destabilizing/capturing markets now has a greater effect on the balance of power.
-By default requires the player to know the planetary shield blueprint for factions to begin building planetary shields in the late game (start time moved from C.216 to C.222).
-Fixed autofit randomness reductions not working properly.

Changelog:
Balance
-Doctrine Evolution: Adjusted order that the three doctrine values increase (from NumShips->ShipQual->OfficerQual to OfficerQual->ShipQual->NumShips).
-Doctrine Evolution: Default time bonus from 0.75 to 0.4 (remnant bonus from 1.5 to 1) per cycle. Nerf for all factions.
-Doctrine Evolution: Remnant time bonuses (now 2.5x default by default) now apply to any factions that do not control a market - should help for elite groups like Lion's Guard, Blade Breakers, etc.
-Doctrine Evolution: Factions with hidden markets such as Pirates and Luddic Path now only receive 80% of doctrine evolution bonuses and maluses by default. Adjustable via "DEraiderFactionMult". Net nerf.
--Raised number of hidden markets required to be designated as such a faction from 2 to 3.
-Doctrine Evolution: Default multiplier for market scores of hidden markets increased from 0.6 to 0.8. Slight buff to balance out the overall nerf to factions with hidden markets.
-Doctrine Evolution: "DEmarketIncrPerCycle" decreased from 0.10 to 0.05 (i.e. market bonuses will increase more slowly). Nerf for all market-holding factions.
-Doctrine Evolution: Rebalanced multipliers for markets based on market score (reduced from 3/2/1.5/1/0.5 to 2/1.67/1.33/1/0.5. Nerf for all factions, but decreases the variation between the factions a bit (so bigger penalty for Hegemony than Tritach).
-Doctrine Evolution: Added multipliers providing slight increases to markets with military bases, high commands, heavy industries and orbital works. (1.05/1.1/1.1/1.2 respectively by default). This applies to negative scoring markets too, so destabilizing eg. Kazeron will have a bigger effect than a similar sized market that doesn't have orbital works/military bases.
-Doctrine Evolution: Negative market scores have at most a 1x multiplier (previously could be higher if they were still the "best" market available. Net buff for small, tall factions (e.g. Sindria, Tritach), or nearly wiped out factions.
-Doctrine Evolution: ShipQuality will not increase beyond the vanilla maximum (5) until OfficerQual and NumShips are at least 5 as well. Buff for Tritachyon and other high ship quality, low other-things factions.
-Secure Markets: Default cycle at which factions may start using Planetary Shields from C.216 to C.222. Previous conditions still apply.

Fixes
-Fixed autofit randomize probability reduction not applying.
-Removed manual edits to Derelict doctrine, aside from aggression.

Other/QOL
-Doctrine Evolution: Added options to customize the maximum ship quality / ship quantity doctrine values that factions can grow to.
-Secure Markets: Added an option to only build planetary shields if the player knows the industry (i.e. has completed The Red Planet). Default True.

Dev
-Added GetFactionDoctrine console command for debug info.
-Console command RCSWgetMarketScores edited for better debug info.
-Cleaned up market score/points calculation.

Variant Changes
Summary: More flux friendly builds. Cleanup of special skins.
Dominator XIV | Elite | Now uses a Dominator Rocket build.
Eagle/D | Assault | Revamped.
Eagle | Balanced | Revamped.
Eagle XIV | Elite | Graviton Lances -> LRPD. Atrposes -> Salamanders.
Enforcer | Assault | Railguns -> Arbalests.
Enforcer XIV | Elite | Railguns -> Arbalests. Vulcans -> Flak Cannons. Heavy Armor -> AWM.
Falcon | Attack | Left Ion Cannon + Bust PD -> LRPD.
Falcon/D | Close Support | Tac Lasers -> Graviton Beams. Atroposes -> Harpoons.
Falcon XIV | Elite | Heavy Mauler -> HVD. Atroposes -> Harpoons.
Shrike | Attack | Revamped.
Sunder | Assault | 2x Light Autocannon -> Railgun.
Sunder D | Assault | Fixed having a large instead of a medium hardpoint.
[close]

RustyCabbage

  • Captain
  • ****
  • Posts: 284
    • View Profile

Second Wave Options v0.5.0
This update is save compatible.

Summary:
-New hull mod option that reduces recovery chance of larger sized ships (only from combat) depending on your character's level. Should help to extend the early game for those who prefer it (esp. if combined with some settings.json changes). Default Off. Reinforced Bulkheads and skills that improve recovery chance still work as intended. Currently not adjustable. Thanks to Johan for concept and testing. when I stop being lazy I'll be working on transfering the current fleet buffs (slowCR, etc) to the hull mod in future updates.
Details
-Base multiplier to ship recovery chance for Frigates/Destroyers/Cruisers/Capitals: 1/0.6/0.3/0.1.
-Every level, multiplier increases by 0.25/0.25/0.2/0.2, up to a maximum multiplier of 1.0.
-Vanilla recovery chances are reached at level 0/16/35/45.
[close]
-Balance adjustments to Doctrine Evolution to make the difficulty curve more forgiving early game and more demanding late game.
-More variant changes than ever.

Changelog:
Additions
-New feature: a hull mod that scales your ship recovery chance with your character's level, so it's harder to simply salvage cruisers and capitals from combat. Should help to extend the early game for those interested. Will not affect procgen ships/Vayra's ghost ships and stuff. Default Off. In collaboration with Johan.
-Doctrine Evolution: Rather than hard-coding learned optimal hullmods/weapons/fighters for AI friendly loadouts, factions will learn these things as their doctrine improves. Only applies to non-redacted vanilla factions. Added an option "DEaddNewTechnologies" to disable this.

Balance
-Doctrine Evolution: Altered remnant ship additions: accounts for more ship roles, keeps the same max ship size, smaller fleets have less bonus fleet points, bonuses are generally larger.
-Doctrine Evolution: Reduced default max value for NumShips doctrine from 41 to 25 (10x mult to 6x mult). Basically has no effect unless you're in year 240, but whateva.
-Doctrine Evolution: Removed penalties for factions with hidden markets. Hidden markets now have no effect on market points. Should help the Luddic Path a bit.
-Doctrine Evolution: Added level-based scaling for changes to doctrine. By default from -24% at level 1 to +25% at level 50. Editable in RCSW_SETTINGS.ini. Accounts for SkilledUp/increasing the max level.
-Doctrine Evolution: Added player colonization scaling for market scores. By default increases 2.5% per player market (for reference, each cycle increases it by 5%, so this is fairly minor unless you have many colonies). Editable with "DEmarketIncrPerColony" in RCSW_SETTINGS.ini.

Fixes
-Another possible static variable memory leak thing fixed.

Other/QOL
-Console command updates.

Dev
-src is now just found in /data/

Variant Changes
Summary: Removed a bunch of reinforced bulkheads users. Derelicts added. EMR ships get hammers over reapers. Many other things.
Guardian | Standard | Now a more aggressive loadout.
Rampart | Standard | Now a more generalist loadout.
Radiant | Standard | Removed rear PD.
Radiant | Strike | Added EMR. 40 Med Synergies->Harpoon Pods.
Brilliant | Standard | PD Laseres->LRPD. PCL->Sabot Pod.
Scintilla | Strike | One Flash Bomber->Lux Heavy Fighter. Added EDC.
Lumen | Standard | Added 3rd reaper.

Conquest | Elite | 1 Flak -> Heavy Mauler.
Conquest | Standard | Added Stabilized Shields.
Legion | Assault | Side Annihilators->Sabot Pods. Added EDC.
Legion | Fire Support | Middle 3 Pilums->Harpoon Pods.
Legion | Strike | 1 Perdition -> Broadsword. Typhoon -> Sabot Pods.
Odyssey | Balanced | Hurricane->Locust. Wasps->Longbows.
Onslaught | Elite | Removed Aux Thrusters. Side Flak Cannons->Dual Flak.
Onslaught | Outdated | Center Devastator->Hellbore. Removed AWM.
Onslaught | Standard | Side Flak Cannons->Dual Flak.

Aurora | Assault | Ion Cannon -> PD Laser.
Aurora | Balanced | IR Pulse -> PD Laser. Added PD Laser.
Brawler LP | Raider | UI -> AWM + Hardened Subsystems.
Brawler TT | Support | Removed ECCM.
Buffalo2 | Fighter Support | Swapped with FS variant. ECCM->Makeshift Shields, Twin Salamander->Pilum.
Buffalo2 | FS | Swapped with Fighter Support variant.
Centurion | Assault | Swapped placement of Railguns and Light Mortars.
Cerberus | Standard | Reinforced Bulkheads -> Caps+Vents.
Cerberus LP | Attack | Reinforced Bulkheads, IEA -> Hardened Subsystems.
Cerberus P | Overdriven | Reinforced Bulkheads -> Hardened Subsystems.
Colossus 2 | Pather | Now uses ARU/LAGs instead of Reinforced Bulkheads/Light Mortars.
Colossus 3 | Pirate | Reinforced Bulkheads, 2x LMG -> Heavy Armor.
Dominator | Fighter Support | Added.
Dominator | Support | Triple Salamander Pods->Harpoon Pods. One Gauss->Hellbore. Added EMR.
Doom | Strike | Atropos -> Light Needlers. Removed EMR. Switched to vent heavy build.
Doom | Support | Salamanders -> Light Needlers. Removed ECCM. Switched to vent heavy build.
Eagle | Assault | Salamanders -> Reapers. Rear PD Lasers removed. Added RFC.
Eagle | Balanced | Revamped. Now more emphasis on long range support.
Eagle XIV | Elite | Uses new Assault variant.
Enforcer | Close Support | Removed EMR. Middle Flak->Heavy Mauler.
Enforcer | Elite | Added. Mix of Close Support and Assault variants.
Falcon P | Strike | Talons->Wasps. Now a true Vayra P Falcon.
Enforcer/D/P/XIV | Assault | Reapers -> Hammers.
Gremlin/P/LP | Strike | Added.
Gryphon | Standard | Dual Flak -> HVD. 15/2 caps/vents.
Gryphon | Fire Support | Revamped. Uses same loadout as Standard, but CH instead of UI.
Hammerhead | Balanced | Heavy Mortars -> HACs. Sabots -> Reapers.
Hammerhead | Elite | Revamped.
Hammerhead | Support | Now uses double HVDs.
Hammerhead D | Close Support | Added. Same as Support variant.
Hammerhead | Overdriven | HMG->ACG. Adjusted vents and caps.
Heron | Attack | Salamander Pod->Harpoon Pod.
Hound/D/LC/P | Standard | Reinforced Bulkheads -> Aux Thrusters.
Hound A | Standard | Reinforced Bulkheads -> ARU.
Hound LP | Attack | Reinforced Bulkheads, IEA -> Hardened Subsystems, Aux Thrusters.
Hyperion | Strike | EMR -> IEA+FCA.
Kite/A | Standard | Reapers -> Hammers.
Kite H | Interceptor | Hammers->Salamanders. DLMG->Railgun. Removed ECCM, EMR.
Kite LP | Strike | Added.
Lasher | Close Support | More railguns.
Lasher | Overdriven | Vulcan -> LMG.
Lasher LP | Raider | Reinforced Bulkheads -> Hardened Subsystems.
Mule | Standard | Revamped. No longer uses Converted Hangar.
Mule | FTR Support | Added, uses old Standard variant.
Mule P | Smuggler | Atroposes -> Salamanders.
Shade | Assault | AMB -> EMR. Added AWM.
Shrike P | Attack | Now more PD, less ugly.
Sunder | Close Support | HIL -> Tachyon Lance. Removed AO, Tac Lasers -> Gravitons. Front Vulcans -> Light Mortars.
Tempest | Attack | AMB -> Phase Lance. Removed UI.
Wayfarer | Standard | Revamped.
Wolf/H | Point Defense | Added.
[close]

PreConceptor

  • Lieutenant
  • **
  • Posts: 82
    • View Profile

Found an issue that causes CTD on new game or load when Doctrine Evolution is disabled in settings

Spoiler
797208 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.DoctrineEvolution.DoctrineReturnToOriginal(DoctrineEvolution.java:114)
   at data.scripts.ApplyRCSWChanges.advance(ApplyRCSWChanges.java:61)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Logged

RustyCabbage

  • Captain
  • ****
  • Posts: 284
    • View Profile

Found an issue that causes CTD on new game or load when Doctrine Evolution is disabled in settings

Spoiler
797208 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.DoctrineEvolution.DoctrineReturnToOriginal(DoctrineEvolution.java:114)
   at data.scripts.ApplyRCSWChanges.advance(ApplyRCSWChanges.java:61)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thanks for catching that!

Second Wave Options v0.5.1
This update is save compatible.

Changelog:
Fixes
-Fixed CTD on new games/new loads when Doctrine Evolution is disabled in settings.

Variant Changes
Eagle | Assault | Fixed an overlapping variant issue.
Onslaught | Elite | Removed RFC. Added Hardened Shields. Swapped position of Maulers and HVD.
Onslaught | Standard | Center Heavy Maulers->HVDs. Side Flak Cannons->Dual Flak. Removed RFC.
Onslaught XIV | Elite | Back to a more reasonable Hellbore variant.
[close]
Pages: 1 [2] 3 4 ... 9