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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] Modern Carriers 1.9.5  (Read 203501 times)

Sutopia

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Re: [0.95a] [Hullmod] Modern Carriers 1.5.2a
« Reply #105 on: June 10, 2021, 07:32:38 PM »

v1.5.2a is up, mainly regarding Ace Carrier Core balance
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Yunru

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Re: [0.95a] [Hullmod] Modern Carriers 1.5.2a
« Reply #106 on: June 10, 2021, 11:13:15 PM »

How about a simple Missile Hullmod called "Combat Rated Missile Autoforges" affecting both fighter LPCs and the Parent Ship that
1)reduces ammo on all missile weapons with limited, non-regenarating amounts to just the one salvo
2)Have said Missile Weapons with previously limited ammo regenerate the one salvo at something like 300% that weapon's reload time?

It would have a consistent effect on all missile weapons with limited ammo and not affect the ones already coming with infinite ammo. You may want to make the new reload time nerf even higher to compensate for the use (and abuse) of Elite Missile Specialization skill tough.
Sounds like it would eliminate the Gryphon's (and the Guardian's) whole shtick.

Deshara

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Re: [0.95a] [Hullmod] Modern Carriers 1.5.2a
« Reply #107 on: June 11, 2021, 12:10:28 AM »

I'd still run this on the gryphon, it only gets a single use of its ship system. Maybe it could be implemented in a way that allows the gryphon the ability to use its ship system to get a fully loaded rack of missiles, but otherwise is left with 1 salvo at a time?
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Aerensiniac

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Re: [0.95a] [Hullmod] Modern Carriers 1.5.2a
« Reply #108 on: June 12, 2021, 06:23:25 AM »

Yo. I think i ran into an error linked to this mod. There is a minor equipment cache containing a mod and if move the cursor over it, the game instantly crashes.
Log recorded the following error:

Quote
126358 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.sutopia.starsector.mod.moderncarrier.hullmods.regular.DataTargetingLink.get DescriptionParam(DataTargetingLink.java:45)
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:192)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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)

The issue is definitely related to the info window that opens when you hover the mouse over the item.
I tried to right click it instantly so there is no time for the info panel to open and the game did not crash. The item in question was Targeting Data Link.
Didnt encounter any other problems yet in my playthrough and been at it for a week. Its a nice mod, offers some serious options to tinker with builds. Thanks for your work.
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Sutopia

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Re: [0.95a] [Hullmod] Modern Carriers 1.5.2a
« Reply #109 on: June 12, 2021, 09:51:23 PM »

Yo. I think i ran into an error linked to this mod. There is a minor equipment cache containing a mod and if move the cursor over it, the game instantly crashes.
Log recorded the following error:

Quote
126358 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.sutopia.starsector.mod.moderncarrier.hullmods.regular.DataTargetingLink.get DescriptionParam(DataTargetingLink.java:45)
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:192)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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)

The issue is definitely related to the info window that opens when you hover the mouse over the item.
I tried to right click it instantly so there is no time for the info panel to open and the game did not crash. The item in question was Targeting Data Link.
Didnt encounter any other problems yet in my playthrough and been at it for a week. Its a nice mod, offers some serious options to tinker with builds. Thanks for your work.

I think you're using an outdated version?
Try delete the old version and unpack the mod fresh.
From the crash log, it says
DataTargetingLink.get DescriptionParam(DataTargetingLink.java:45)
But in latest version line 45 is empty.
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Damienov

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Re: [0.95a] [Hullmod] Modern Carriers 1.6.0a
« Reply #110 on: June 22, 2021, 05:51:38 AM »

wow didn't know there is a new update until playing the game after 15 minutes of starting and loading all the mods lol

and at time of posting this thread is way at page 4, I wonder why it didn't get bumped to the first page when you edit/updated the first post
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CrashToDesktop

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Re: [0.95a] [Hullmod] Modern Carriers 1.6.0a
« Reply #111 on: June 22, 2021, 09:13:16 AM »

wow didn't know there is a new update until playing the game after 15 minutes of starting and loading all the mods lol

and at time of posting this thread is way at page 4, I wonder why it didn't get bumped to the first page when you edit/updated the first post
We're mostly giving Sutopia headaches about the balance of his mod over the community Discord these days, heh.
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Sutopia

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Re: [0.95a] [Hullmod] Modern Carriers 1.6.0a
« Reply #112 on: June 22, 2021, 01:52:28 PM »

wow didn't know there is a new update until playing the game after 15 minutes of starting and loading all the mods lol

and at time of posting this thread is way at page 4, I wonder why it didn't get bumped to the first page when you edit/updated the first post
We're mostly giving Sutopia headaches about the balance of his mod over the community Discord these days, heh.

It’s mainly about Ace core be exceptionally good for a random subset of fighters for any given version. I can see how it was broken as 30OP flat and people just S-mod it in to mitigate the cost completely, so that’s why it’s like this at the moment: you get what you paid for.

But it still doesn’t feel right... maybe I’ll do a flat % increase across the board instead... but I don’t want to invalidate multiple deck giving additional value and smaller ships definitely can’t afford as much Op as larger ones.

The main purpose of Ace core is to empower lower deck count carriers or combat carrier to have more fighter power at a price, and I don’t want the price be completely mitigated by S mod; nor do I want to completely invalidate Astrals from using it but generally shouldn’t be superior to Swarm core for those scenarios.

Since so many people has built it in I also want to keep the base price at slightly higher end instead of making it cheap then move all the cost as flat fighter cost nor do I want to make it not S-moddable. It’s just... hard to balance.

Fun fact: drover with warthog Op cost is unchanged if you didn’t build it in.
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CrashToDesktop

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Re: [0.95a] [Hullmod] Modern Carriers 1.6.1a
« Reply #113 on: June 30, 2021, 11:41:21 AM »

Any chance that Support Carrier Core might be able to work with ship system drones?
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Sutopia

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Re: [0.95a] [Hullmod] Modern Carriers 1.6.1a
« Reply #114 on: June 30, 2021, 12:01:01 PM »

Any chance that Support Carrier Core might be able to work with ship system drones?

Is there a specific ship you’re looking at?
All vanilla ships have removed drones and replaced it with built in wings. The station drones are classified as frigates instead of fighters so they don’t get the bonus at all. I don’t think it’ll be updated unless there is a use case that make sense.
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CrashToDesktop

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Re: [0.95a] [Hullmod] Modern Carriers 1.6.1a
« Reply #115 on: June 30, 2021, 12:24:43 PM »

There's a number of mod ships that make use of ship system drones for one purpose or another, but the one that comes most to mind it the Mayasuran Argentavis - this one in particular since it's powerful but has limited charges and the AI doesn't know how to cycle drones to repair them. Not particularly widespread, but the use is there.
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Sutopia

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Re: [0.95a] [Hullmod] Modern Carriers 1.6.1a
« Reply #116 on: June 30, 2021, 12:28:02 PM »

There's a number of mod ships that make use of ship system drones for one purpose or another, but the one that comes most to mind it the Mayasuran Argentavis - this one in particular since it's powerful but has limited charges and the AI doesn't know how to cycle drones to repair them. Not particularly widespread, but the use is there.
Is there a particular reason why it’s not replaced with a long replacement time built in wing - would be the proper question. As you mentioned, AIs don’t really know how to control drones if at all.
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megabot

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Re: [0.95a] [Hullmod] Modern Carriers 1.6.1a
« Reply #117 on: July 11, 2021, 03:45:06 AM »

sorry for asking but would you giving the details for what modern carriers + does exactly? i am unsure of what it does exactly to be honest
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Sutopia

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Re: [0.95a] [Hullmod] Modern Carriers 1.6.1a
« Reply #118 on: July 11, 2021, 08:40:19 AM »

sorry for asking but would you giving the details for what modern carriers + does exactly? i am unsure of what it does exactly to be honest

About S Addition
S Addition is a utility mod in folder Modern Carrier +

  • Prometheus Mk2 now has Fighter Command Overclock as built in, making it significantly more dangerous
  • Spark Interceptor now has 2 burst PD laser (high delay) instead of 1
  • All vanilla remnants and Astrals get Advanced Carrier as built in
  • All vanilla station hangar modules receives a Carrier Core and a Modern Carrier hullmod that fits the tech theme
  • Remnant station has 5 fighter related hullmods installed including Targeting Data Link and Advanced Carrier so be aware
[close]
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theDragn

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Re: [0.95a] [Hullmod] Modern Carriers 1.6.0a
« Reply #119 on: September 06, 2021, 11:12:22 AM »

It’s mainly about Ace core be exceptionally good for a random subset of fighters for any given version. I can see how it was broken as 30OP flat and people just S-mod it in to mitigate the cost completely, so that’s why it’s like this at the moment: you get what you paid for.

But it still doesn’t feel right... maybe I’ll do a flat % increase across the board instead... but I don’t want to invalidate multiple deck giving additional value and smaller ships definitely can’t afford as much Op as larger ones.

The main purpose of Ace core is to empower lower deck count carriers or combat carrier to have more fighter power at a price, and I don’t want the price be completely mitigated by S mod; nor do I want to completely invalidate Astrals from using it but generally shouldn’t be superior to Swarm core for those scenarios.

Since so many people has built it in I also want to keep the base price at slightly higher end instead of making it cheap then move all the cost as flat fighter cost nor do I want to make it not S-moddable. It’s just... hard to balance.

Fun fact: drover with warthog Op cost is unchanged if you didn’t build it in.

Mainly the problem with Ace Core (in my opinion, anyway) is that it provides a substantial bonus to armor penetration capability for fighter wings, because it increases per-hit damage along with everything else. This can make fighters that were previously fairly ineffective against armored ships shred through targets with 1k+ armor. Likewise, the reduced damage taken makes armored fighters inordinately stronger- a fighter with 200 armor that takes 50% less damage has an enormous (more than 100%) bonus to survivability, because the % damage reduction applies before the armor damage reduction calculation.

The solution to this would be to have the fighters get hull HP, flux, and rate-of-fire boosts (and probably an ammo regen boost too, because I'm sure there are modded fighters that use mag-fed guns), and then balance around that- since increasing those numbers will pretty much always linearly scale a fighter's power, rather than exponentially scaling it like a damage boost or damage taken reduction does.
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