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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Unthemed Weapons Collection 0.6.7 (1/7/25)  (Read 94532 times)

lolitsjack

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Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« Reply #75 on: December 21, 2024, 09:59:02 AM »

I rebuilt the jar files (and repackaged the release). I think my compiler settings might have reverted at some point when checking out the utilsonly branch. Try downloading the latest release again (or upgrade to java 8/23/24 and enjoy the performance benefits).

Fixed. Thanks. Best mod support I'v had.  :)
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EnigmaniteZ

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Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« Reply #76 on: December 27, 2024, 08:47:33 AM »

new bug identified, and a bit of an oddball at that
total weapon flux display is stuck at 0 when a specific weapon is installed, the Ommatidia of the Hiver mod. PD beam weapon with no flux cost.
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

float

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Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« Reply #77 on: December 27, 2024, 12:34:13 PM »

I don't use Hivers but it's likely some NaN nonsense due to the 0 flux cost, assuming you mean that other weapons are also installed in addition to the one you named (otherwise, it would be intended). If you modify the flux cost to some small number instead, say, 0.001, does the issue persist?

Edit: although, actually, this case should be handled in the code already.

Edit 2: yeah, not seeing this behavior. Set both a standard beam PD and a burst beam weapon to have 0 flux cost and neither broke the total flux display. So it's likely an issue specific to the weapon you're using, like having infinite burst delay or something odd like that.
« Last Edit: December 27, 2024, 12:57:02 PM by float »
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EnigmaniteZ

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Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« Reply #78 on: December 27, 2024, 08:52:15 PM »

well, the weapon's stats include these values related to energy cost and fire rate / charge / burst:
damage/sec null,damage/shot 5,OP 0, ammo stats null, energy per shot 1, energy per second null, chargeup 0 and chargedown 0.1, burst size 1, burst delay nulll, beam speed 8000

could the issue be that the weapon stats were set up for a not-beam weapon instead of a beam weapon?
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

float

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Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« Reply #79 on: December 27, 2024, 09:10:01 PM »

AFAIK beam weapons should set damage/second and energy/second. I just skimmed over the vanilla weapon_data.csv and I couldn't find any examples of beams using per-shot stats, or projectile weapons using per-second stats. Honestly I'm surprised the weapon even works with stats set that way. Did you try using it in combat?

Regardless, it's likely that WeaponSpecAPI.getDerivedStats() is still expecting per-second numbers for beams and as a result is returning NaN for some of its values due to the null per-second stats.
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EnigmaniteZ

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Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« Reply #80 on: December 27, 2024, 09:35:29 PM »

it functions, albeit with no energy cost or damage. though looking at the weapon file it gives the impression that it's -supposed- to have damage, since those values are filled out. will poke the author about that
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

Shinr

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Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« Reply #81 on: December 29, 2024, 04:34:32 AM »

Can there be an option to disable reputation gains and/or enable rep deductions when fighting fortified caches?

After a while I found out that a lot of the "evil" factions were now quite friendly with me after looting a few Heg and other "lawful" faction caches, while not getting any rep hits with aforementioned "law" factions, which is a bit silly.
« Last Edit: December 29, 2024, 08:55:48 AM by Shinr »
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float

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Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« Reply #82 on: December 29, 2024, 08:53:23 AM »

Can there be an option to disable reputation gains and/or enable rep deductions when fighting fortified caches?

After a while I found out that a lot of the "evil" factions starting were now quite friendly with me after looting a few Heg and other "lawful" faction caches, while not getting any rep hits with afformentioned "law" factions, which is a bit silly.

That shouldn't be the case, the only reputation changes you should receive are if you are commissioned to a faction and that faction is hostile to the faction of the defending fleet. There's nothing I can do about that short of using a dummy faction instead (but then you'd lose the faction music, colors, etc.) -- you can check FactionCommissionIntel.reportBattleOccurred in the base game and see that there's no option to turn off the commission bounty reward reputation gain for a specific fleet.

If you're getting reputation with factions other than your commissioned faction, that's unintended behavior and could be the result of another mod's reputation plugin, as it's not behavior I've experienced.
As a test, I've added MemFlags.MEMORY_KEY_NO_REP_IMPACT to cache defender fleets. Try downloading this jar and replacing the jar in the jars folder of Unthemed Weapons Collection, and let me know if that changes anything for you.
« Last Edit: December 29, 2024, 08:54:57 AM by float »
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Shinr

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Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« Reply #83 on: December 29, 2024, 11:54:56 AM »

If you're getting reputation with factions other than your commissioned faction, that's unintended behavior and could be the result of another mod's reputation plugin, as it's not behavior I've experienced.

With the bolded in mind, I started a test run WITHOUT the provided .jar first:

Found a Fortified Cache, and just as you said there was no relation change upon mopping it up.

Then I found another Fortified Cache with the Volantian Relclamation Initiative ships, made them hated by nearly everyone via console, waited until the factions posted Faction Bounties (which is not a vanilla bounty type according to Wiki) that rewarded for destroyed ships of every faction the client factions were hostile with, looted the VRI fortified cache, and relation points had gone up with those factions.

Which also explains why the Legio got the biggest rep gains in my game: They consistently have one of the longest enemy lists in the modded games with lots of factions, which feeds into them posting Faction Bounties frequently against those said enemies, guaranteeing a consistent rep gain.

Also did a test with the provided .jar, and it did not prevent Faction Bounty rep gain.
« Last Edit: December 29, 2024, 11:57:53 AM by Shinr »
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float

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Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« Reply #84 on: December 29, 2024, 01:14:40 PM »

Ah, thanks for the new info. The "faction bounty" thing you're talking about is a Nexerelin feature, with its relevant code here. It looks like this code is directly copied from the base game's FactionCommissionIntel, so the same stipulations apply there as in the base game.

Ok, I've tried cooking up a different method, basically writing a separate reputation handler and plugging it into the game via PluginPick. This should in theory stop reputation changes specifically when the opposing fleet has the "$wpnxt_cacheDefenseFleet" memory key, but it won't stop you from earning credits as that's handled separately. You can try it out with this jar and see if that helps. For me, it at least stopped both commission bounties and Nexerelin faction bounties from giving out unwanted reputation.
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Shinr

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Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« Reply #85 on: December 29, 2024, 02:40:32 PM »

It works.

Thanks.
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float

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Re: [0.97a] Unthemed Weapons Collection 0.6.7 (1/7/25)
« Reply #86 on: January 07, 2025, 12:20:30 PM »

0.6.7 changelog, just some balance changes plus making sure commissions + nex bounties don't affect reputation when clearing fortified caches:
Spoiler
- Electron-class torpedo: hard capped total damage to 5000
- Bloom autolauncher: flux/shot 1500 -> 1000
- Paralyzer rocket launcher:
    - Ammo 100 -> 80
    - Damage 160 -> 150
    - Nominal EMP damage 500 -> 100, arc damage unchanged
- Stinger swarm battery: ammo 280 -> 210
- Ion storm GMLRS:
    - Proj speed 500 -> 400
    - Now has 300 ammo cap, doesn't recharge
    - Removed flux cost
    - OP 24 -> 20
- Void ray:
    - DPS 1250 -> 1500
    - Removed hard flux effect
    - Removed 30% extra damage from sustained fire
    - When converged and hitting hull or armor, beam now deals between 1000 and 2000 frag DPS depending on target's armor at point of contact
- Added a reputation plugin that forces no reputation change from cache defender fleets.
- Handled possible (but which should never happen) cyclic station-module chain.
[close]
Seems like Detailed Combat Results isn't reporting void ray damage correctly (it shows ~35k hull damage when destroying an atlas in the sim that only has 8k hull), making it rather difficult to balance. Not sure if that's a DCR issue or just a limitation on the way vanilla damage listeners work.
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Barglador

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Re: [0.97a] Unthemed Weapons Collection 0.6.7 (1/7/25)
« Reply #87 on: January 14, 2025, 08:36:01 AM »

Excuse me, i really need help, the problem is why the hell whole internet or something can't provide any even smallest clue how in this mod we can find these ? ? ? guns. Where can i start my findings? My problem is that i already scanned off half of the sector, destroyed every possible omegas, discover even secrets from other mods (accidentally) but not even smell those caches possible existence. Well i just gave up and start to google - nothing important, just reddit where dude mentioned neutron stars and black holes with some kind of supernatural illuminaty maneuvers that nobody knows, so i start to mine information from mod files and don't find something useful. So i am here, make this account only for one this question: How do i get some clues, may be there a quests to find this damn ? ? ? guns, why it so secret that nobody tells about it any word?
Also i can be the big dumb and don't see obvious things, but do i really this dumb? I wish i find the ansvers.
P.s. i try every moves that my fleet can do inside black hole but it does nothing, so this means there is something more to do.
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Meelock

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Re: [0.97a] Unthemed Weapons Collection 0.6.7 (1/7/25)
« Reply #88 on: January 16, 2025, 04:55:18 PM »

I'm in the same boat man, been looking through the system with reveal console command on, and nothing. It may be tied to completing the main storyline.
Excuse me, i really need help, the problem is why the hell whole internet or something can't provide any even smallest clue how in this mod we can find these ? ? ? guns. Where can i start my findings? My problem is that i already scanned off half of the sector, destroyed every possible omegas, discover even secrets from other mods (accidentally) but not even smell those caches possible existence. Well i just gave up and start to google - nothing important, just reddit where dude mentioned neutron stars and black holes with some kind of supernatural illuminaty maneuvers that nobody knows, so i start to mine information from mod files and don't find something useful. So i am here, make this account only for one this question: How do i get some clues, may be there a quests to find this damn ? ? ? guns, why it so secret that nobody tells about it any word?
Also i can be the big dumb and don't see obvious things, but do i really this dumb? I wish i find the ansvers.
P.s. i try every moves that my fleet can do inside black hole but it does nothing, so this means there is something more to do.

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float

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Re: [0.97a] Unthemed Weapons Collection 0.6.7 (1/7/25)
« Reply #89 on: January 16, 2025, 07:13:46 PM »

The three secret "? ? ?" caches are exploration puzzles, basically. Maybe could do with some in-game hints, but I can't really be bothered to change the way they work at this point.
One of them should be fairly straightforward to find if you have decent sensors. The other two require special conditions to be met to appear -- they're not related to story or anything and can be triggered at any time.

Spoiler
Solar shielding is almost required for both of these, built-in solar shielding is even better but not necessary.
[close]

Spoiler
One rewards you for trying to die, the other is sort of hard to see in the dark, maybe a flashlight would help?
[close]
« Last Edit: January 16, 2025, 07:16:15 PM by float »
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