Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 [2] 3 4 ... 12

Author Topic: [0.98a] Tri-Tac Special Circumstances - V 1.2 06/05/25 - A Questionable Update  (Read 188829 times)

Dazs

  • Admiral
  • *****
  • Posts: 1413
    • View Profile
Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
« Reply #15 on: May 12, 2023, 02:39:33 AM »

Dazs, my good hiver, I'm not sure if this is part of removing the Nex integration, but TTSC is now nulling out when trying to generate in a random sector. If this is part of the temporary Nex removal, you might want to put in big bold letters that TTSC isn't compatible with random sector mode; it was causing some confusion with folks earlier.

Code
191539 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TTSC_systems.TTSC_Generator.generate(TTSC_Generator.java:16)
at data.scripts.world.TTSCGen.generate(TTSCGEN.java:19)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hey there SpaceDrake! I saw your ping in discord and followed the discussion there first. I looked over the NEX thread and there does seem to be an issue using Dal's unofficial update and using random core worlds. Quoting Dal: "Hi all! For the moment Random Worlds won't function. I'm sure it won't be too long before a full test release is ready. For now please stick to Corvus Mode." I'll forward that to Lagi Schwer on discord to let them know random is not useable atm.

Thank you for taking the time to also post it on the forum you are a great helper of Starsector players.

Dazs

  • Admiral
  • *****
  • Posts: 1413
    • View Profile

v0.3 released today - Should be save compatible with v0.2.5 but not sure since I did not have a save game to test against, sorry about that.

Essentially a 0.96a balance pass to reflect some of the changes in game vs the 0.95.1a beams I initially balanced against. Changelog on the forum OP and in the RAR has all the details. Special thanks to TTSC's first Beta Tester, AsinineMortal for pointing out some things I had not considered.

eidolad

  • Commander
  • ***
  • Posts: 234
    • View Profile

gonna toss these guys into my random core worlds game that has Hiver Swarm as well, to see how they get along
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1413
    • View Profile

gonna toss these guys into my random core worlds game that has Hiver Swarm as well, to see how they get along
They are tuned to be vanilla plus so they may fare better than others. I would be curious how they do as well, let me know :)

eidolad

  • Commander
  • ***
  • Posts: 234
    • View Profile
Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
« Reply #19 on: May 13, 2023, 08:52:23 PM »

Dazs, my good hiver, I'm not sure if this is part of removing the Nex integration, but TTSC is now nulling out when trying to generate in a random sector. If this is part of the temporary Nex removal, you might want to put in big bold letters that TTSC isn't compatible with random sector mode; it was causing some confusion with folks earlier.

Code
191539 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TTSC_systems.TTSC_Generator.generate(TTSC_Generator.java:16)
at data.scripts.world.TTSCGen.generate(TTSCGEN.java:19)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hey there SpaceDrake! I saw your ping in discord and followed the discussion there first. I looked over the NEX thread and there does seem to be an issue using Dal's unofficial update and using random core worlds. Quoting Dal: "Hi all! For the moment Random Worlds won't function. I'm sure it won't be too long before a full test release is ready. For now please stick to Corvus Mode." I'll forward that to Lagi Schwer on discord to let them know random is not useable atm.

Thank you for taking the time to also post it on the forum you are a great helper of Starsector players.

ran smack into this bug, will have to remove this mod for now.  not a big deal, going to switch to playing as a Carter's Freetraders
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1413
    • View Profile
Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
« Reply #20 on: May 14, 2023, 03:34:31 AM »

ran smack into this bug, will have to remove this mod for now.  not a big deal, going to switch to playing as a Carter's Freetraders
Hmm that is odd, I assumed that with an official update that was fixed. It is probably because I use a different method than my other faction mods of generating TTSC into the game since they do not have any planets. My guess is that is because I have them set to appear in already generated Corvus mode systems, Hydrasil and Magec, and if those systems are not generated in RCW then it would indeed cause a crash.

This presents quite a pickle as I am unsure how to go about it and I cannot think of another 0.96a mod that generates like TTSC does for an example. As a monkey wrench fix I could maybe make a separate standard generation method that gives them planets for RCW mode but that seems obtuse. I'll do a deep dive and look into it once I am done figuring out a Linux issue JYD and CFT are having and doing a little maintenance on Hiver and see what I can come up with. The days are just packed :) I'll get back to you on that one when I can.

Dazs

  • Admiral
  • *****
  • Posts: 1413
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
« Reply #21 on: May 15, 2023, 07:27:32 AM »

v0.3.5 released today - Should be save compatible - Had to make some sector generation changes that should not effect already saved games but save a copy of 0.3 just in case

A quick hotfix to address a crash report regarding an issue of compatibility when using the random core worlds function in Nex. Bundled in is a re-work of the Xenocrat so if you have one in your current fleet you will need to re-arm it. Special thanks to PigeonPun, Sorrydough, and my biggest discord fan ARandomRobloxJal for their helpful advice.

Changelog on the forum OP and in the RAR has all the details.

Below is a comparison image of the Xenocrat with the new one on the left and the old one on the right

LukeTasrook

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
« Reply #22 on: May 19, 2023, 02:43:09 AM »

Hey.

I just created an account to ask you if the Latebricole class frigate is supposed to be basically invulnerable?

It's permanently phased and regular weapons can't damage it. Only phase mines and auto-resolved battles can kill them from what I've seen.

I only watched as this baby destroyed my fleet one ship at a time like a busy little bee. I was very impressed, but I assume it's not intended.
« Last Edit: May 19, 2023, 02:45:16 AM by LukeTasrook »
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1413
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
« Reply #23 on: May 19, 2023, 03:28:01 AM »

Hey.

I just created an account to ask you if the Latebricole class frigate is supposed to be basically invulnerable?

It's permanently phased and regular weapons can't damage it. Only phase mines and auto-resolved battles can kill them from what I've seen.

I only watched as this baby destroyed my fleet one ship at a time like a busy little bee. I was very impressed, but I assume it's not intended.
Good morning, thank you for taking the time to make an account to let me know. I gave the file for that ship a once over first to see if I added an extra zero by mistake but luckily that was not the case :) I think the issue may be the flux rating being too high and stacked with the hull mod it makes it too OP.

I really appreciate you reporting this. To be honest, I am a low tech player at heart and I do not really enjoy phase ships. So even though I did some stress testing on the mod before releasing, it is great to have someone who does like them give me another perspective. I will spawn one in my game and test it and see for sure and have a quick fix for it if it needs it.

Dazs

  • Admiral
  • *****
  • Posts: 1413
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
« Reply #24 on: May 19, 2023, 06:57:54 AM »

@LukeTasrook OK I put it through it's paces and compared it to the Afflictor (the vanilla phase frigate I initially based it off). Stat wise the Latebricole is actually worse with less max flux, flux dissipation and worse phase cost/upkeep. To balance that I gave it more armor and a medium turret.

In theory this should have balanced it but in my testing I found with that extra armor and the increased dps of the medium turret it outlasted the Afflicor in battles and did far more damage. I will tweak the stats and most likely replace the medium turret with a small to balance it better. I'll give all the ships a similar pass and should have an update later today, tomorrow at the latest.

LukeTasrook

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
« Reply #25 on: May 19, 2023, 02:52:05 PM »

Thank you for your reply and sorry for making you work.

I am not quite certain that we are seeing the same issue. It might be a mod conflict or something...

I uploaded a very professional video of what I am talking about: https://streamable.com/iujc0i

As for balancing I cannot say. I reckon any phase ship is very strong in capable hands.

Edit: I tested that same ship against all of this mod's phase ships and it wrecked them all. It is really only this one frigate for some reason.
« Last Edit: May 19, 2023, 02:58:36 PM by LukeTasrook »
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1413
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
« Reply #26 on: May 19, 2023, 04:17:58 PM »

Thank you for your reply and sorry for making you work.
Oh not an issue at all. I rely on reports such as yours to gain a better insight on how my mods perform.
I am not quite certain that we are seeing the same issue. It might be a mod conflict or something...
It could be. The Latebricole standard variant is equipped with long range lasers and does tend to kite a bit due to it's speed so what you showed in that regard is what I experienced.
I uploaded a very professional video of what I am talking about: https://streamable.com/iujc0i
I do have one question about what I saw in your video. It looked to me like the Hypervelocity Drivers on your ship were just passing through the frigate. The Latebricole was firing it's beams each time so I know it was not phased out so I am not sure what was going on there. Your ship landed several what should have been damaging hits in that fight but it seems every ordinance just passed though. Any thoughts on that?
As for balancing I cannot say. I reckon any phase ship is very strong in capable hands.
Well that is true but this was an AI fight and it seemed to be doing what it genrally does when the computer is flying it.
Edit: I tested that same ship against all of this mod's phase ships and it wrecked them all. It is really only this one frigate for some reason.
I am sort of stumped myself. All the TTSC phase ships have a phasecloak as their defense mechanism and the Latebricole has the most inefficient one of the bunch so in theory it should be taking more hits than the other phase ships.

I know that I had stated that I would have a hotfix today but I had some errands to run. So far I have made adjustments to the ship by lowering it's HP and replacing the medium turret with a small. I have edited the sprite to show a small mount and it is ready to go for another testing round. I was working on adding a high tech combat tanker to the mod and some more bar missions so I think I will just bundle in the adjusted Latebricole with those changes.

Thank you for the follow up and the video, that was very enlightening. I apologize for not meeting my projected fix release but I figure it will probably be Saturday evening or Sunday afternoon (barring any new issues with my mods) that I can have the update out for TTSC.

LukeTasrook

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
« Reply #27 on: May 20, 2023, 12:17:05 AM »

Take it easy please. You are under no obligations to random strangers on the internet  ;D . Enjoy your weekend the way you would want.

I've never modded Starsector but I have lots of experience with other games. Since we were both stumped I took the liberty to look at your files (sorry) and I found the issue.

The Latebricole has "collisionRadius": 0.

It basically doesn't have a material body. I changed it semi-randomly to 80 after consulting some other files and that seems to have fixed it. It dies in an instant just like it should have from the beginning.

Mystery solved. I wish you a happy end of the week.

Logged

Dazs

  • Admiral
  • *****
  • Posts: 1413
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
« Reply #28 on: May 20, 2023, 02:27:34 AM »

Take it easy please. You are under no obligations to random strangers on the internet  ;D . Enjoy your weekend the way you would want.
That is so kind of you to say! I do enjoy modding the game, I wouldn't be doing this otherwise :)
I've never modded Starsector but I have lots of experience with other games. Since we were both stumped I took the liberty to look at your files (sorry) and I found the issue.

The Latebricole has "collisionRadius": 0.

It basically doesn't have a material body. I changed it semi-randomly to 80 after consulting some other files and that seems to have fixed it. It dies in an instant just like it should have from the beginning.

Mystery solved. I wish you a happy end of the week.
Ahhh that is a new Dazs mistake and I though I had committed all I could. :P You are a gem to go and dig through the files and find a solution, thank you for doing that. I'll test that fix vs the released version as well as the updated one and pick the one that seems the most balanced. Thank you for your effort, you have been listed as a Beta Tester on the forum OP. It is a dubious honor but one I can do!

Dazs

  • Admiral
  • *****
  • Posts: 1413
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.3.6 05/21
« Reply #29 on: May 21, 2023, 07:34:20 AM »

v3.6 Released today - Save compatible with v3.5 Note: If you have a Latebricole in your fleet you will need to re-arm it

   -Fixed an issue with the Latebricole missing a collision radius and re-balanced it by replacing the medium turret with two smalls - TY LukeTasrook for bringing this issue to my attention
   -Redesigned the Latebricole to match the new weapon layout and replaced the sprite on the "All Ships Image" on the forum OP   

I intended to add more content with this release but R/L got in the way and I cannot give an ETA on the next update at this time. Sorry folks but I will work on TTSC when things clear up for me. I hope you are enjoying the game and if you have any suggestions for the mod then please keep them coming.
Pages: 1 [2] 3 4 ... 12