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

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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1713469 times)

NikolaiLev

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #420 on: May 26, 2012, 12:15:46 PM »

I fear this has already been brought up, but there seems to be something odd going on with the way Scourge fleets are handled in auto calculated battles.  I get the feeling the 999 OP weapons are the culprit of this.  It seems quite egregious to me, as they aren't actually very dangerous, and yet entire System Defense Fleets are wiped out by a mere Blob.

I assume the high OP cost was to restrict their use to scourge vessels only.  I also assume you didn't want the entire incursion being staved off by one Hegemony Defense Fleet, but I don't doubt a more graceful option could be thought of.

Nitpicking aside, I absolutely love this mod.  It adds a huge amount of Stuff to the game, especially Enemies to fight for those of us who don't like alienating neutral factions.

Oh, and an idea I had.  It would be interesting if occasionally the pirate factions would band together to fight the other factions.  I expected this from the start, as I anticipated watching Junk Pirates, regular Pirates and Lotus fleets ganging up on Hegemony, Tri-tachs and IF forces for an awesome war.  I don't know how robust the AI can be made at this point, though.
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Sunfire

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #421 on: May 26, 2012, 01:00:32 PM »

Edit: I said what Uomoz said, but I guess my computer is on drugs
« Last Edit: May 26, 2012, 04:28:59 PM by Sunfire »
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Uomoz

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #422 on: May 26, 2012, 04:15:39 PM »

I fear this has already been brought up, but there seems to be something odd going on with the way Scourge fleets are handled in auto calculated battles.  I get the feeling the 999 OP weapons are the culprit of this.  It seems quite egregious to me, as they aren't actually very dangerous, and yet entire System Defense Fleets are wiped out by a mere Blob.

I assume the high OP cost was to restrict their use to scourge vessels only.  I also assume you didn't want the entire incursion being staved off by one Hegemony Defense Fleet, but I don't doubt a more graceful option could be thought of.

Nitpicking aside, I absolutely love this mod.  It adds a huge amount of Stuff to the game, especially Enemies to fight for those of us who don't like alienating neutral factions.

Oh, and an idea I had.  It would be interesting if occasionally the pirate factions would band together to fight the other factions.  I expected this from the start, as I anticipated watching Junk Pirates, regular Pirates and Lotus fleets ganging up on Hegemony, Tri-tachs and IF forces for an awesome war.  I don't know how robust the AI can be made at this point, though.

Hi! Thanks for the feedback!

I actually nerfed the weapons OP cost and many others "weird" stats for Scourge vessels in the DEV mode, I hope that fixed this issue.

In the DEV is also available a way for the player to unite all the pirate factions under your banner (setting all pirate factions allied to eachother and to the player) but I'm struggling with the code cointinuing the work on this, as I'm trying to figure out a way to add an extra faction spawn (added to the base spawn, to help that faction achieve more system influence) through the same diplomacy system. I'll see a coder friend of mine this week and see if he can help me with this ;).

On a side note, any help to make this happen (create a spawn with an "if" event inside a script.java file) would be immensely appreciated.

But I do like a lot the idea of random auto-alliances between factions, it would add a lot to the system mechanics.. Again, thanks for the feedback!
« Last Edit: May 26, 2012, 04:34:39 PM by Uomoz »
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NikolaiLev

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #423 on: May 27, 2012, 12:53:54 AM »

Yes, I wasn't talking about uniting it under the player's banner.  I mostly wanted to sit back and watch as the pirates suddenly overwhelm the other factions, at which point they could band together as well.  And of course the player can butt in.

This is related, but not necessarily accompanying that suggestion: I'd like to see escalation of forces.  More, beefier patrols/raiders, bigger Armadas, pirates with Battleships, and other things that happen later in the game.  Events, similar to Scourge incursions, except "A renewed pirate offensive" and things like that.  This would add Content in that you'd face new threats of varying difficulty.  It'd also be cool if fleets were randomized a bit.

In fact, I'd like to see ships themselves randomize in loadouts, but I think that's a suggestion for Alex in general.  It's a shame seeing the same 3 thumper loadout on all pirate Enforcers.
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FlashFrozen

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #424 on: May 27, 2012, 09:22:01 PM »

It, me or does it feel almost nigh impossible to take down that lotus central flotilla, I've tried it like 4 times and i've watched npc fleet after npc ram them in equally futile attempts, I'd love for tips on how to bring em down, but they get such a number advantage that it always stomps me, grr

all their ships have some form of high explosive weapon on them so the moment they flank/knock your shields down, it's almost guaranteed gameover for that ship. Only thing that makes them sorta balanced is that they are rather flimsy and if your ships can mount flaks then your pretty okay, but if you go high tech against them your energy pd won't be enough. Grrr it's so annoying xD
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NikolaiLev

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #425 on: May 28, 2012, 10:14:58 AM »

The only thing imbalanced about them to me seems like revolver autocannons, which just do a bonkers amount of damage.  Other than that they seem fine.  I haven't tried to tangle with that Flotilla, though, but I have taken down supply fleets with ease.
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FlashFrozen

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #426 on: May 28, 2012, 10:30:07 AM »

Well compared to the talons, which do like 75 effective dps on shields/armor per fighter

The revolver equipped bolts do 400 dps to armor and 100 to shields, so a full wing would do 1600 dps, it's gonna tear things up. lol.

Not mention even the bombers have it alongside their high explosive missiles/ bombs /torpedos, makes the lotus a nightmare for anything that relies on armor >.>
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Cathal

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #427 on: May 28, 2012, 01:35:56 PM »

Here's the error log from when I try to load the mod:

Code
46249 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/junk_pirates/ships/junk_pirates_cleat_v.png] as texture with id [graphics/junk_pirates/ships/junk_pirates_cleat_v.png]
46269 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 130.60 MB of texture data so far
46270 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png] as texture with id [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png]
46289 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 131.93 MB of texture data so far
46296 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
46307 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 132.60 MB of texture data so far
46390 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
46390 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
46391 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.UomozGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.UomozGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/UomozGen.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/UomozGen.java, Line 56, Column 26: Cannot determine simple type name "AntediluvianSpawnPoint"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4631)
at org.codehaus.janino.UnitCompiler.access$10300(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4442)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2020)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4476)
at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1607)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2226)
at org.codehaus.janino.UnitCompiler.access$3700(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2141)
at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1771)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2105)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1946)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
... 5 more

(<unknown>:5702): Gtk-WARNING **: /usr/lib/gtk-2.0/2.10.0/immodules/im-ibus.so: wrong ELF class: ELFCLASS64

(<unknown>:5702): Gtk-WARNING **: Loading IM context type 'ibus' failed
/usr/lib/gio/modules/libgvfsdbus.so: wrong ELF class: ELFCLASS64
Failed to load module: /usr/lib/gio/modules/libgvfsdbus.so
thieves@thieves:~/Downloads/starfarer$

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Uomoz

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #428 on: May 28, 2012, 05:15:06 PM »

Updated DEV with Antediluvians, Relics, Junk Pirates and Interstellar Federation.
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Cathal

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #429 on: May 28, 2012, 06:08:39 PM »

I still get the same error.
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Uomoz

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #430 on: May 28, 2012, 06:40:24 PM »

I still get the same error.

I'm sorry, I have no clue about what may be causing it. Are you running Linux perhaps?
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NikolaiLev

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #431 on: May 28, 2012, 09:09:53 PM »

Gotta say, you put a smile on my face when I saw a new Dev version.  That said, I realized there's really no way to "Play as" one of the races, particularly the Antediluvians who have no starbase, so you can't amass a fleet of the seafarers.  I'm a little disappointed at this, I recently toyed around with them and I found I like them a lot, almost as much as IF.

There are a few solutions to this.  Buying a pact could fill the Serenity Station with ships and suitable weapons of your choice; it'd still make sense to make you buy them since you should be earning money for your faction.  If possible, the ships could be at a discount.  Just giving players ships is a clumsy solution so I wouldn't recommend that unless it was one every week or so.
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Uomoz

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #432 on: May 28, 2012, 10:59:35 PM »

Yeah those are quite interesting suggestions. I need to elaborate each faction "reward" for being part of it, so I'm totally open to new opinions!

Thanks for the feedback ;)
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Cathal

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #433 on: May 28, 2012, 11:12:37 PM »

Yes, I'm running Ubuntu 10.10.
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NikolaiLev

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #434 on: May 29, 2012, 01:05:10 AM »

Faction rewards could vary by faction.  Some factions might reward you with an expensive, powerful, prototype or rare ship, others might just give you a cheap one.  Some might just pay you, others may give you weapons or supplies.  Chooseable rewards may work if it can be implemented.

It would make sense being Antediluvians/Nomads would have no reward other than access to their tech; this goes doubly for nomads given how powerful their tech is.
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