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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - sirrealist

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1
Modding / Re: New To Using Mods, Having Trouble
« on: May 24, 2017, 03:48:54 PM »
Thanks guys, I'll check out the list and guide!

2
Modding / New To Using Mods, Having Trouble
« on: May 22, 2017, 01:32:55 AM »
Aloha All!

So I played until level 10 in the vanilla game but I felt like I wasn't really getting anywhere (just making money by smuggling and slowly building a fleet, but not much combat). Anyway, I decided to try and install some mods to liven things up but I can't seem to get (most) of them to work. They all fall into one of three categories: game quits on startup with a JSON error with it enabled, game quits on startup with a hull variant missing error, or game loads successfully with it enabled. I tried searching but I'm still confused about what's wrong. Only thing I can think of is that the non-working ones haven't been updated to work with the newest version of SS. Am I missing something? Please let me know what you guys think.

Also, an unrelated question: since SS+ will no longer be updated, should I not use it? I got the impression from the modder's post that his other mods should cover it. Is this correct? Assuming it is, I have all those mods, yes?

--------------------------------------------------------------------------------------------------
SS version = 0.8a-RC19

"Fatal: Ship hull varient [condor_FS] not found!"
Dynasector 1.1.0
Nexerelin 0.7.7b

"Fatal: JSONObject["role desc"] not found."
Blackrock Driveyards 0.8.6
Ship/weapon Pack 1.1.5
Underworld 1.0.5

Working
$tarsector+ 3.7.0 (but not planning on using it since it will no longer be updated)
LazyLib 2.2
Version CHecker 1.7c
ZZ GraphicsLib 1.1.0
---------------------------------------------------------------------------------------------------------------

Thank you!!!!

3
Okay, so I've refitted my shits and got an Apogee and got that all configured. Now I breeze through the largest of pirate fleets. Now it's time to turn half damage off, keep tearing up pirate fleets, and then save up to take on the Tri and Hegemony fleets!  8)

4
Where can I find Heavy Maulers? The Tri base only has the heavy needler.

Also, I messed up (I think) with building my character, since I didn't really know what I was doing. I put all my points into Combat, and then just recently realized that I have to put points into Leadership/Fleet Logistics, otherwise all my new ships crash into each other. So, I don'[t have any in tech, and I can't really put any in there just yet because I still need more Fleet Points.

Current Char:
Level 15
Combat (7): All at level 5 except Missile Specialization, in which I have no points.
Leadership (3): Fleet Logistics (3)
Technology (0)
Industry (0)

I take it I need to start putting points into Tech so I can get the hull mods. Is there a level cap? Have I put too much into Combat already? Also, I don't mean to get too far off topic, keep the advice on fleet loadout coming!

Thanks guys!

5
Thanks for all the advice, keep it coming!

As for the Apogee, it looks... daunting. I think I'll avoid it for now and go for 2x Medusa and save money for all the weapon changes I need to make. Are all these weapons available at the Tri and Hegemony stations? Those 2 and the pirate base are the only places to buy weapons right? And there is no guarantee that they will be in stock, right? I'm playing vanilla, btw.

6
Hey guys!

I'm still fairly new to this game, but I'm starting to get the hang of it. I've got a "fleet" of 1 cruiser and 2 destroyers (I like the big ships with staying power over the smaller ships, though the wolf frigate is pretty sweet, I'll probably stock up on those when I find some). The problem is, I'm not very good (I think) at fitting my ships with good weaponry. So, what I'd like to do is lay out what I have with current load out, and get your opinions. I get the basic idea of kinetic VS shields, HE VS Armor, etc. but I'm nto sure I'm really doing this right. It should also be noted that I've done the load out mostly using whatever I had on hand, because I didn't have enough cash, and I only knew about the Hegemony base. I just found out that Tri had a base, and I arrived there with $99k and an itch to buy some ships and correct my load out. So, after the list of what I have, I'm also gonna list the new ships I want to buy, and would also love to get thoughts on load out for those. Without further adieu, I give you my fleet:

Hammerhead Destroyer (Flagship) - 80 ordinance points:
Two Assault Chainguns up front (linked, manual control, group 1)
Two Reaper Torpedoes up front (alternating, manual control, group 2)
Two LR PD Lasers in the two forward turrets (linked, autofire, group 3)
Two PD Lasers in the two rear turrets (linked, autofire, group 3)
12 Caps
17 Vents
Expanded Mags Mod

Enforcer Destroyer (AI controlled) - 100 ordinance points:
Two Harpoon MRMs up front (alternating, manual control, group 1)
Two Salamander MRMs up front (Alternating, manual control, group 1)
Assault Chaingun in the middle forward turret (linked, autofire, group 2)
Two Light Dual Autocannons in the two forward-facing left/right turrets (linked, autofire, group 2)
Two Light Dual Machine Guns in the two side-facing turrents (linked, autofire, group 2)
7 Caps
10 Vents
Expanded Mags
Accelerated Shields
Auto Repair Unit
Blast Doors

Eagle Cruiser (AI Controlled) - 140 ordinance points:
Assault Chaingun in the middle forward hardpoint (linked, manual fire, group 1)
Two Heavy Autocannons in the left/right forward hardpoints (linked, manual fire, group 1)
Two Harpoon MRMs in the two side-mount hardpoints (alternating, manual fire, group 2)
Three Antimatter Blasters in the three next turrets, forward, left and and right (linked, autofire, group 3)
Mining Blaster in the big middle forward-facing turret (linked, autofire, group 4)
Four Tactical Lasers in the 4 smaller turrets facing to the sides and rear (linked, autofire, group 4)
12 Caps
16 Vents
Blast Doors


Now, since I have so much cash and am at the Tri base for the first time, I thought I'd buy a Medusa and an Apogee. I'll add another Medusa to the fleet when I have the cash. I have no idea how to configure these guys, since these Tri weapons are all new to me, mostly. I realyl have no idea what weapons should be autofire and which shouldn't (especially for AI controlled ships), how to determine which weapons are better for which slots (other than how many ordinance points it uses), and how many vents and caps I need. Everything I've done so far has been guesswork.

Sssooooo... thoughts on my current loadout, and what I should do with the new Medusa and Apogee? Any other info I can provide that would be helpful, like screen shots or something?

Thanks!

7
General Discussion / Re: Need More Fleet Points
« on: January 24, 2013, 01:03:18 PM »
How does new inventory work? I.E., there is only one place to buy ships, right? And so if you want to buy a specific ship, and that station doesn't have it, then you have to wait until it gets new inventory and hope for the best? I keep hearing about Apogee and Medusa ships, but I haven't seen them yet.

Also, does someone have an image of all the ships in the vanilla game, labeled? I've seen some images with all the ships but little to no labels, and some with only a few ships labeled... I'd like to see all the ships and their names and class, so I can follow the discussions about ships here.

8
General Discussion / Re: Need More Fleet Points
« on: January 22, 2013, 11:07:16 AM »
Yeah, strip them and THEN sell the weapons seperate from the hulls so if you want to rebuy one of the rarer weapon systems you won't need to buy the entire hull first...

Thanks! I actually keep all my weapon systems because I don't know what's good or not, or what I might need for my next ship.

9
General Discussion / Re: Need More Fleet Points
« on: January 21, 2013, 06:33:03 PM »
Should I strip weapons off the ships before selling?

10
General Discussion / Re: Need More Fleet Points
« on: January 21, 2013, 05:26:09 PM »
In my fleet, I bought the Hammerhead, one of the Vigilance (The other I started in) and the fighter and bomber wings. Should I sell the buffalo and get different ships? What about the vigilance? Are my fighter/bombers good? What are good ships for the AI to use (I pilot the Hammerhead)? I've read good things about Wolf, Hound, Lasher, Enforcer (in this thread) and Medusa. I haven't seen Hound, Enforcer or Medusa at the station yet, but it does have Laser and Wolf ships right now.

11
General Discussion / Re: Need More Fleet Points
« on: January 21, 2013, 04:00:45 PM »
OKay, I'll mothball for now and try to save up for some other ships, continue to level up, and put points into leadership (I'm currently level 8 ). My current fleet is:

1 Hammerhead Destroyer
1 Buffalo Destroyer (captured)
2 Vigilance frigates
1 dagger wing
1 gladius wing

12
General Discussion / Re: Need More Fleet Points
« on: January 21, 2013, 02:24:25 PM »
You could put some ships into the abandoned station to save it. If you wanted , you could modify the amount of fleetpoints.

oh, and welcome to the forum!

1) Oh? I just go to it and "sell" them (ie, put them in the station), and then I save it or something? But does that give me more fleet points, or is it just a place to dock my ships and lower the number of points I'm using (i need my whole fleet to kill more things and get more aptitude points)?

2) How do I "modify the amount of fleetpoints."

3) Thanks!

13
General Discussion / Need More Fleet Points
« on: January 21, 2013, 02:10:36 PM »
Hi!

So, I'm new to this game. I fired it up and played for a bit, and now I'm getting the hang of it (I've got a destroyer, 3 frigates, 1 fighter and 1 bomber squad). I know i"m still way early, but I'm proud of my little fleet! Anyway, my accident risk is HIGH, and I think it's because I'm using 44/25 fleet points. I just realized that to increase my max fleet points, I need to put aptitude points into leadership (I put them all in combat). I really don't want to start over or dump ships. Is there a way I can edit my save file or install a mod that increases my current fleet points so I can have a bigger fleet without accidents? Just to be clear, I'm not talking about increasing some hard limit of how many fleet points are possible, or to increase the battlesize (I've been reading forum posts), I want to increase my CURRENT fleet points. I tried searching through the campaign/xml file for "25" and "fleetpoints", but both show up a TON of times, and idk, my xml file is HUGE. What can I do? 

Thanks!

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