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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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General Discussion / Re: 10th Starsector AI Fleet Building Tournament
« on: June 09, 2020, 11:27:55 PM »
Is the twitch vids lagging for anyone else? It's just constant stop and go when the video is playing.

General Discussion / Re: Game launches with .bat but not with .exe O.o
« on: April 15, 2020, 07:20:26 PM »
A quick way of finding out the most relevant specs is to hit the [windows key + r] and the type in


If it is your first time typing it in it will take a little bit to configure itself, but the information like memory, processor, OS (and in one case pagefile) should be there.

To clarify, raising it above 29 won't cause the game to crash, but the officers will still level up after the skills bar is full, and you will never spend those upgrade points.

General Discussion / Re: Performance options?
« on: December 21, 2019, 10:14:54 PM »
Go windowed mode instead of full screen if you can.

The lower the resolution the more FPS you can get.

Turning off sound gives a tangible amount of frames.

In previous versions upping the memory available for the java program was a possibility, although I think this is helps more for loads of mod/memory usage instead of faster performance.

General Discussion / Re: Thoughts and Stuff from my Recent Run
« on: December 14, 2019, 08:01:38 PM »
The falcon P basically dominated the 7th fleet building tournament. 4 medium missile slots on a very fast chassis is nothing to sneeze at.

I don't think it is possible to turn of weapon ranges entirely, but it is very easy to give every weapon in the game more range than the map size. You may have to contend with a bit more lag since the firing calculations for every ship would be up the wazoo, and ship behaviour may be erratic as well.

Nevertheless, the change is quick and easy.

Here it is:

The vanilla weapon data is held in a single file; weapons.csv.

A csv file is a comma seperated file that can be opened with (recommended) spreadsheet software, or even (not recommended) a simple text editor.

I am on mobile but the file ahould be found in starsector/starsector core/data/weapons/weapons.csv.

Make a copy of this file before working with it.

In this file there will be a column named range. Simply add a few zeroes to the end of the numbers in that column to give weapons a practically infinite range.

Do keep in mind for projectile weapons, the speed of the projectile is seperate. Meaning that (nearly) instantaneous weapons like beams will be dominant if you make this change. And ballistic or projectile weapons will take a back seat if you don't change the projectile speed (also found in the same file near the far right side).

Keep in mind that you may also have to change the projectile life time for missiles if you don't want them running out of fuel halfway. The range for missiles only determines how far the ai will shoot it from. Not whether it would reach the targeted ship.

Edit: Mobile spelling.

+ backup addition.

Edit 2:

On second thought, maybe haphazardly increasing the range on weapons isn't a good idea. The game has to keep track of projectiles, and if projectiles last forever off screen, the memory overhead is going to be immense. I'd recommender maybe increasing ranges to the 8000-1000 range instead of any magnitutdes bigger than that. It won't reach from end to end of the map. But it will reach up to the middle.

Anyways. Give these values a test and increase if you want.

General Discussion / Re: Getting way outgunned
« on: September 29, 2019, 04:14:24 AM »
If you have the piloting chops, you could always go with the fabian approach. Deploy your own super loadout ship with whatever chaff you need to keep the opposing fleet from swarming you, and just take out several ships before retreating and doing it again, until the opposing fleet is weak enough for your own fleet to fully deploy and smash them.

Modding / Re: How to change sector gen configs?
« on: August 30, 2019, 11:44:34 PM »
So after adjusting the min and max orbits only in those files the game CTD with a Json error.  Nother other changes were made but it loads up fine with the orginal file put back in place or the original values.  Any idea why this would be the case?  Are you doing this with only the base game and no other mods like Nex?  Apologies for the chain of questions, I'm loving the added difficulty of Nex plus lots of other factions over vanilla but I would love to increase the number of planets and colonization options for the factions significantly for even more challenge.

Hey sorry about missing the update to the thread.

I am doing this with a bunch of mods loaded in. Almost all of them. Too many to count.

Off the top of my head, one thing that could be happening is that the UTF settings are changed. Or in simpler terms, the format has changed. When openoffice opens an csv file, it will ask in what encoding it should open it up with. And it will do so with the selection box highlighted. A slight mouse wheel roll will change it, and while it shows everything in place, the application cannot read it, probably due to some header information it is expecting but not seeing.

Some things to clarify the situation: Have you tried just changing on value and seeing if it crashes? Or are you using the crashing file and swapping it with the original only?

Some other things that might be happening: Because it is a CSV file (comma-separated-file) the spreadsheet program you are using might be asking you (or not asking you) whether you want to save it as an excel file. This is obviously a big no-no. Changing file formats that applications read rarely ends well.

Another thing you can try is to open it up in a plain text file (like notepad) and compare your modified csv file to the original one to see if there are any notable changes.

Hope this helps. If all else fails, I could send you the csv file with the changes you need and see if that works.

General Discussion / Re: What engine is this game made in?
« on: August 20, 2019, 03:06:23 AM »
Alex said once that it made use of this library:

General Discussion / Re: Lasers (beam)
« on: August 19, 2019, 11:27:48 PM »
I've had frigates I was piloting pushed, pulled, spun around when a ship with a graviton beam was hitting my shields, so yeah I do think they exert some force to their targets.

General Discussion / Re: Lasers (beam)
« on: August 19, 2019, 11:25:42 PM »
Aside from what others are saying, there is a tactic I use with a single continuous beam weapon I like to use when flying around in a lone frigate.

It's to have a fast ship with one or two tactical laser on it. They are long range enough for your ship, being faster than the opposing ship, to sit out of range of the enemy frigate with your shields down passively venting hard flux. Since the tactical laser is still firing, the enemy frigates usually still have their shields up and whatever hard flux you've dealt to it before sitting back in tact laser range stay there while you are fully able to vent the hard flux. Of course, this won't work on ships that have their own long range beams, but against pirates and the luddic path, it's usually no problem.

If your troubles with ship controls continue, you could try toggling the "Invert behaviour of 'Strafe and turn to cursor' button" in the settings and see how that works out.

Also stick to faster and more nimble ships when you're not used to things yet. Sometimes the momentum of heavier and brawlier ships are hard to anticipate. Wolfs are just great.

Modding / Re: How to change sector gen configs?
« on: August 19, 2019, 06:24:07 PM »

Inside the procgen folder is an csv file named "star_gen_data.csv" that the game uses for procedurally generating the systems.  It's a csv file so any spreadsheet (excel/libreoffice/openoffice) application can open it up. You can also be really brave and use a notepad if you are like that.

If you want more planets, then the two columns you want to pay special attention to is "minOrbits" and maxOrbits".

minOrbits determine the minimum number of cosmic bodies that a system can have. maxOrbits determine the maximum number.

If you want certain types of star systems to have a lot more planets, then just change the two amounts corresponding to the type of star systems to the left.

If you like moons, in the same folder there is a file called "planet_gen_data.csv". It's pretty much the same thing. There's a minOrbits, and maxOrbits for each type of planet.

You know what. I change a lot in the game data files. Maybe I should compile all of this into one thread.

General Discussion / Re: Killing core to stop the babysitting...
« on: August 18, 2019, 08:10:32 PM »
Going to go try wiping out the Luddic Path and Church worlds tonight and see if it applies to my game as well.

General Discussion / Re: How does shield damage work?
« on: August 18, 2019, 08:07:43 PM »
I don't think there are any guides around. Most people I think were waiting until the final release before doing that since the game changes quite frequently. Although now I think that it's close enough to the final phase of development that a guide would be survive any of the final changes.

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