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 ... 3 4 [5] 6 7 ... 12

Author Topic: [0.98a] Tri-Tac Special Circumstances - V 1.2 06/05/25 - A Questionable Update  (Read 187738 times)

Dazs

  • Admiral
  • *****
  • Posts: 1409
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« Reply #60 on: July 09, 2023, 05:39:19 AM »

Hey, I went to load this mod up to try it today, and I think the bug with it needing Nexerelin is back. It's causing a crash on load looking for a Nex file.

Spoiler
57835 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/TTSCGen.java', Line 11, Column 7: A class 'exerelin.campaign.SectorManager' could not be found
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/TTSCGen.java', Line 11, Column 7: A class 'exerelin.campaign.SectorManager' could not be found
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.getSingleTypeImport(UnitCompiler.java:8644)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:365)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]
Good morning, I apologize about that. I had thought I had that nailed down two patches ago. I spent a couple hours this morning after reading your post looking into it and I can offer a "noNex" version, linked below. There is one issue with it though in that it ignores the faction settings so, for example, Tri-Tachyon will be neutral instead of an ally. It is the best I can do with my limited skillset, I hope it is something you can use:
https://www.dropbox.com/scl/fi/m6s1bynuim64wsuq0p3va/Tri-Tac-Special-Circumstances-0.4.6.nonex.zip?rlkey=btrw3bff1tity8tyzmbujgam5&dl=0

Shogouki

  • Captain
  • ****
  • Posts: 414
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« Reply #61 on: July 12, 2023, 09:12:44 PM »

Hey is the last RC95 version of this still available for download?  I'm running one last game before upgrading to RC6 but I didn't have this mod yet.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1409
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« Reply #62 on: July 13, 2023, 12:28:36 AM »

Hey is the last RC95 version of this still available for download?  I'm running one last game before upgrading to RC6 but I didn't have this mod yet.
Good morning,
I do keep a pre-.96a version on Dropbox:
https://www.dropbox.com/s/zjb3lh5g2of7c2f/Tri-Tac%20Special%20Circumstances_v0.2.rar?dl=0
Just know that I released TTSC just before the game went to .96a so though it is a working version, it is lacking any changes made to the mod from 0.2 to the current version of 0.4.6.

Enjoy!

Shogouki

  • Captain
  • ****
  • Posts: 414
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« Reply #63 on: July 13, 2023, 04:36:08 PM »

Hey is the last RC95 version of this still available for download?  I'm running one last game before upgrading to RC6 but I didn't have this mod yet.
Good morning,
I do keep a pre-.96a version on Dropbox:
https://www.dropbox.com/s/zjb3lh5g2of7c2f/Tri-Tac%20Special%20Circumstances_v0.2.rar?dl=0
Just know that I released TTSC just before the game went to .96a so though it is a working version, it is lacking any changes made to the mod from 0.2 to the current version of 0.4.6.

Enjoy!

Thank you very much!
Logged

crawlers

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« Reply #64 on: August 07, 2023, 03:23:03 PM »

I noticed TTSC has access to copies of 3 dorito weapons, and the player can get the blueprints for these.  I have fitted my high tech stations with cascade emitters and they tend to be quite destructive.  Being able to manufacture these things as the player (even though they are expensive) has implications for balance too.  Have you considered the approach taken by industrial evolution of using replicated versions of these weapons (basically on the power level of other high end vanilla weapons but with different effects) rather than giving out dorito weapon stats directly?
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1409
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« Reply #65 on: August 07, 2023, 04:08:23 PM »

I noticed TTSC has access to copies of 3 dorito weapons, and the player can get the blueprints for these.  I have fitted my high tech stations with cascade emitters and they tend to be quite destructive.  Being able to manufacture these things as the player (even though they are expensive) has implications for balance too.  Have you considered the approach taken by industrial evolution of using replicated versions of these weapons (basically on the power level of other high end vanilla weapons but with different effects) rather than giving out dorito weapon stats directly?
I believe in player choice and I try to offer what is not readily available in other mods. The weapons in TTSC are variants of existing weapons in game with the same stats but with different damage types. The only weapon I took some liberty with is the plasma line which is not a beam in game but I felt would make a nice addition to the lineup. For me to lower the stats would most likely upset another player who enjoys it the way it is. I could add weaker (lower OP, cost, and damage) variants in conjunction with what is already in the mod if that is what you are looking for.

crawlers

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« Reply #66 on: August 07, 2023, 06:57:49 PM »

I believe in player choice and I try to offer what is not readily available in other mods. The weapons in TTSC are variants of existing weapons in game with the same stats but with different damage types. The only weapon I took some liberty with is the plasma line which is not a beam in game but I felt would make a nice addition to the lineup. For me to lower the stats would most likely upset another player who enjoys it the way it is. I could add weaker (lower OP, cost, and damage) variants in conjunction with what is already in the mod if that is what you are looking for.
It seems like we are heading in different directions - this is one of the mods I noticed has significant power creep.  Not among the very severe cases I've seen, but the various damage types contribute to it.  I wanted things to go in the direction of more balance.  Player choice is not bad but I believe that things that are too strong tend to reduce it by making the other options uncompetitive - the game of optimizing a build instead of having many solutions now has a few.  Certainly there are players that have a good time picking weak things and rolling with it as well as ones who seek a power fantasy, but these do not represent everyone.  Have you considered putting the dorito weapons as an option in the mod config to be enabled/disabled?
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1409
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« Reply #67 on: August 08, 2023, 07:08:05 AM »

It seems like we are heading in different directions - this is one of the mods I noticed has significant power creep.  Not among the very severe cases I've seen, but the various damage types contribute to it.  I wanted things to go in the direction of more balance.  Player choice is not bad but I believe that things that are too strong tend to reduce it by making the other options uncompetitive - the game of optimizing a build instead of having many solutions now has a few.  Certainly there are players that have a good time picking weak things and rolling with it as well as ones who seek a power fantasy, but these do not represent everyone.  Have you considered putting the dorito weapons as an option in the mod config to be enabled/disabled?
Hello again, thank you for the reply it does add some clarity.

I designed this mod to be a more powerful version of Tri-Tac. I included the "Dorito weapons" as a means of doing that while still staying within the established game weapons. TTSC lore is that they are the cutting edge of Tri-Tac military, espionage and technological might. Keep in mind that the remnant originated from Tri-Tac technology and the Doritos are the apex versions. As a corporate saving face move, they agreed with the Hegemony to renounce AI and it's technology. TTSC is their cut out so they can still use remnant technology but have deniability.

Now on to player choice, as a single player game it is up to the player to decide which assets to use or not use. In your game you may decide not to use certain weapons or learn certain blueprints where as another player may want the full package. Now as to your suggestion, for me to omit them all together I would have to have a different set of ship variants as well as make it not save game compatible. However, I could certainly add an optional file for less powerful versions of weapons like I do for Hiver Swarm. This would be a simple swap of files and would not effect a save game as the assets themselves would still be in game just less powerful versions.

So with that in mind, any suggestions on what that would look like? I.E. which weapons you feel are too OP and in what way should they be diminished? I would go with a % reduction all around on the weapon line so it would cost the same OP and credit but at a reduced damage/range/energy cost etc. I am interested if that would satisfy your request and would like to hear your thoughts on the matter before I implement any changes.

crawlers

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« Reply #68 on: August 08, 2023, 10:06:09 AM »

snip
If the faction was designed to be stronger, that explains it.

Concerning doritos being apex versions of remnant, this is hard to confirm since the lore is very limited on them.  I don't know their origin, and the descriptions of dorito weapons imply that of researchers trying to figure them out and generally finding that it was beyond their ability.  Going from that level of ignorance to being able to replicate fully-functional ones seems a bit too far to go.

What would I trim?  Any energy weapon merely got it's damage switched to kinetic without anything else changed.  In my experience, shields and therefore kinetic weapons are very meta, and the main issue energy weapons have is a lack of damage types - with few vanilla exceptions like the graviton beam.  And of course the dorito weapons to bring them down to the level of high-end vanilla weapons.  High explosive energy weapons are less of a concern to me since vanilla ones already kind of fulfill that role with things like the phase lance and they are awful vs shields.
Logged

Noobishnoob

  • Ensign
  • *
  • Posts: 36
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« Reply #69 on: October 16, 2023, 09:56:06 AM »

Hi just wanted to confirm if the determinist is actually a cruiser? cuz it bares very similar stats to the eschatologist BC but is in the cruiser cat?
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1409
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« Reply #70 on: October 16, 2023, 11:46:07 AM »

Hi just wanted to confirm if the determinist is actually a cruiser? cuz it bares very similar stats to the eschatologist BC but is in the cruiser cat?
Hello there, both ships are classified as Battlecruisers. My intention was to have one be a front line ship and the second to be a carrier hybrid. I looked over the stats and they do need some adjustments to differentiate themselves from each other. I'll look over the other ships in the lineup to see if there any other adjustments needed and have a fix in by tomorrow. Thank you for pointing it out.

Dazs

  • Admiral
  • *****
  • Posts: 1409
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
« Reply #71 on: October 17, 2023, 04:47:24 PM »

v0.4.7 released today -  A small patch that addresses Noobishnoob post regarding the Determinist and the Eschatologist - TY for pointing out my error - Changelog has the details

Noobishnoob

  • Ensign
  • *
  • Posts: 36
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
« Reply #72 on: October 18, 2023, 07:51:55 AM »

No worries and lovely work good sir
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1409
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
« Reply #73 on: October 18, 2023, 11:05:57 AM »

No worries and lovely work good sir
Ah thank you. I meant to flesh out this mod as it is my latest but real life took up most of my free time and have not had the time to think of things to do with it. I am happy to hear you are enjoying it as is. :)

Zoro89

  • Ensign
  • *
  • Posts: 42
    • View Profile
Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
« Reply #74 on: October 26, 2023, 02:24:49 PM »

Hi, cool mod :)
Today I bought a Bora Light Carrier and noticed it doesn't need a crew. In the lore I didn't find anything about specialization for automatic ships or something else. So I think it's mistake? See screenshot


[attachment deleted by admin]
Logged
Pages: 1 ... 3 4 [5] 6 7 ... 12