Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - pyg

Pages: [1] 2 3 4
1
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 06, 2015, 09:07:33 AM »
Quote
Fixed bug where player would become hostile with "Knights of Ludd" (which aren't in the game) on accepting a Tri-Tachyon commission

It's a bit hard for me to tell which fixes are in which release candidate but I'm playing RC5 and losing rep from TT from going too easy on the Knights of Ludd.  I'm going to assume changes posted on Dec. 5th are in a forthcoming release and not in RC5.

Also IMO commission bounties are unsustainably low.  I can't seem to keep up with CR recovery by just raiding Eos and TT only rarely issues a regular bounty.

2
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 05:47:07 PM »
pyg, you can find out from the Intel screen, check the 'missions' sub section.
Oh yeah, I just did that and it worked... why did I ever wonder how it should be that way?

3
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 05:27:09 PM »
I super skimmed the last four pages, even skimming Alex when it didn't apply to my interest so take this not seriously.

Re: .7a Awesome, awesome, awesome.  Much love to the devs and test team.  Flawless release on i386/32 linux as far as I can test.

Sensors:  I had the same learning curve as everyone else and then was tossed twenty years into the past playing WWII submarine simulators on Commodores and PCs.  Haven't tried it yet, but I have a raging fantasy of a pirate future.  Seriously takes me back to Silent Hunter/688... methinks this element could be extended as well.  IMO this is the new big thing for modders as well, keeping a fleet silent and it's opposite is very cool.  Extending range!... hang on I need to mop up.

SO: as Helmut, Megas, and others have postulated and reported, this is a fairly overpowered mod in skilled hands.  I've scaled Helmut's Lasher experience to an Eagle with outstanding results.  No problems IMO as I expect balance issues to be solved via mods first and foremost.

Point of this post (the complaint):  So I went into the mission board and since one of the missions seemed interesting I pressed 'e" to see the prices galacticaly. Since keybindings aren't locally configurable (which would be a good thing (but much love for the changes from .65.x(love that 'esc' backs out which is as it should be)))(lisp geeks rule!) I accepted the mission. So how do I figure out what missions I've committed to?  My expectation was to go back to the mission board to remind me.





4
Mods / Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« on: August 16, 2015, 05:56:35 PM »
Just started .5.2.5 w/SS+ and misc.  Like/love all the changes.  Haven't got my hands on a Lock Drive Mimir yet but the video looked good... also mostly I think Mimir needs nerf not help as it's my favorite capital by far.  Also like the changes to CEPCs.  Rakshasa is still best bomber in the game with Dagger in second.  As others have mentioned Splinters still suck but that's fine really.  Anyway, still one of my favorite mods and thanks for continuing to improve it.

5
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« on: July 29, 2015, 10:39:10 PM »
I suspect this is a vanilla bug (although I never play that) or a feature so long as it's closer to my side.  Anyway I've had this as well.

6
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
« on: March 18, 2015, 02:17:09 PM »
Managed to crash it again after a super long combat with a (piloted) SHI Morningstar and an II Praetorius (sp?) against 3 Junk Pirate destroyers and assorted frigates.  The battle went on forever (lost partner destroyer quick like though) and I was CR 0% with effectively no weapons so I just kept shield bashing the remaining destroyer.  Anyway it died this way.

Code
ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
        at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
        at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
        at com.fs.starfarer.combat.oOoOOOOOOOOOO

Just don't say I failed to update something, I will die of shame.

Edit: This looks like it could be a game bug to me but honestly I don't know anything.

Edit 2: additional mods include Nexerelin, Combat Radar, and all factions excepting The Knights Templar.

Edit 3:  I think I forgot to mention earlier how much I appreciate this mod.  It's awesome and probably worth as much as what I paid for the base game (where's the donate button?).  I also loved UsS just as much and for all the same reasons.

7
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
« on: March 18, 2015, 07:45:11 AM »
Somewhat apropos: Would you or do you think anyone would mind if I rolled all the mods you mention as compatible into a single archive and posted it?  One of the things I liked about UsS was that it was "all there" and you could just download one thing.  Alternately please consider doing this yourself as an alternate distribution method perhaps.  The upside is you will stop having clueless posts like mine above. 

There was a somewhat-hostile discussion about this a little while ago; summarily, making everyone download every part of a set that becomes one huge mod is wasteful. I'd say a majority of us don't use them all (I can only use up to 3 before my 3GB of RAM top out) and it'd require downloading a massive archive every time some little update was made to one of them instead of one small one. Using Version Checker to take note of which modules are out of date and downloading a couple things isn't that difficult.

Sure I can let it drop.  The archives are quite large already with SS+ and music creeping up on twice the size of the actual game.  There are tools that have been around for nearly 40 years to facilitate releasing patches containing just what's changed but I don't recall ever seeing a patch here.  In my fantasy I (or someone else) would release an archive and then ~5 incremental patches before releasing another archive.

About the memory thing... hmmm.  I'm on a 32 bit non-Windows non-Apple system with 2Gb ram and pre-Nexerelin I ran everything (except The Knights Templar due to personal preferences) to level 45+ with ease.  From the log: "data.scripts.SSPModPlugin  - Memory: 1792mb allocatable, 1152mb recommended".  More than 1800mb allocated and my box can get in a swap thrash.  [joke]Maybe it's time to upgrade your OS!?[/joke]  More seriously I see a lot of posts in this thread about memory issues and I just wanted to report at least it is possible to play this mod on a 32 bit system with 2Gb ram.

8
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
« on: March 17, 2015, 02:56:34 PM »
Quote from: Dark.Revenant
Your interstellar imperium is outdated.

Sorry, my bad... and just a little more thinking on my part and I would have self-solved.  I just didn't connect the IIModPlugin till now and I do like that faction (always play with it).  Somehow I missed an update.  Thanks for your quick response.

Somewhat apropos: Would you or do you think anyone would mind if I rolled all the mods you mention as compatible into a single archive and posted it?  One of the things I liked about UsS was that it was "all there" and you could just download one thing.  Alternately please consider doing this yourself as an alternate distribution method perhaps.  The upside is you will stop having clueless posts like mine above. 

9
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
« on: March 17, 2015, 12:56:09 PM »
I'm having some trouble with this plus Nexerelin plus faction mods.  I can get some of the factions to work one at a time (BRDY anyway) but adding more or others I get the NPE below after starting a new game and just before it would save.  In the log it is prefaced with a bunch of "exerelin.campaign.DiplomacyManager  - Adding diplomacy event ...". 

Code
593236 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.api.campaign.events.CampaignEventTarget.<init>(CampaignEventTarget.java:20)
        at data.scripts.IIModPlugin.onGameLoad(IIModPlugin.java:53)
        at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
        at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
        at com.fs.starfarer.ui.oO0OOOOOOO

I think it might be Nexerelin and possibly a case mismatch as I see at least one non-fatal warning (calls Nexerelin/data/config/exerelinFactionConfig/SCY.json when it's scy.json actual).  Anyway not sure what the problem is but posting here as there are lots of eyes.

10
Mods / Re: [0.65.2a] Common Radar v1.1e (released 2015-02-12)
« on: February 13, 2015, 02:52:25 PM »
I love this mod!  Should be part of the default game IMO.  I change the default combat range to 3000 as 2100 is just barely more than I can see panned far.  Doesn't seem to be a noticeable cpu hit.  Thanks for the quick .65.2a update as well.

11
OK, I'm bored with vanilla again.  It's too easy.  I suspect tuning the economy so it is as challenging as before will be difficult for you.  I suggest making the pirates way harder (lose the 'D' hulls and increase force strength, speed bonus?) and if one could spawn fleets that actively pursued large 'merchant' fleets there might be something more to the early game than just trading your way to level 30 in 4-6 months game time.  I wasn't really expecting it to work but the latest dev version breaks for me here after trying to start a new game:
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignFleetAPI.forceSync()V
        at data.scripts.uss.UomozUtils.RandomizeAndSortAndFill(UomozUtils.java:74)
        at data.scripts.uss.TimeManager.advance(TimeManager.java:49)
        at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
        at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)

12
Bug Reports & Support / Dupe: [0.65a] strafeTargetManeuverV2 NPE
« on: October 26, 2014, 10:02:11 AM »
Ack!  I'm at least the third person to report this.  Kindly ignore.  Sorry.

CTD after main menu screen.  It was running for a bit so looks to me like something when demoing a ship.  It's only happened once in about 30 starts or so.  I'm also running SHI and it's prerequisites but don't think it's related.

141056 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
153050 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.combat.ai.movement.maneuvers.StrafeTargetManeuverV2.Object(Unknown Source)
        at com.fs.starfarer.combat.ai.movement.maneuvers.H.Ó00000(Unknown Source)
        at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
        at com.fs.starfarer.title.new.o00000(Unknown Source)
        at com.fs.starfarer.B.return.class$super(Unknown Source)
        at com.fs.super.super.new(Unknown Source)
        at com.fs.starfarer.combat.D.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:745)




13
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 21, 2014, 11:41:37 AM »
AH HA! I'm not going crazy. Pirate ships are flipping between 'acting as independents' or 'pirates' indentity tags. Alex!

Yeah, I've noticed that happening quite a bit - usually to smugglers.
I thought that was an intended mechanic.

I forget where the quote is, but I believe it's something to do with low stability meaning the independants are becoming pirates to make a little extra money or something. I definitely was not surprised when it happened in game, something had prepared me for it. now if only I could remember where I saw it mentioned. probably somewhere back like ten pages ago in this thread tbh

It's not a bug, its a feature!

14
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 21, 2014, 09:36:03 AM »
Pretty awesome so far but haven't had much time yet.  Several minor bugs it seems but haven't found anything others haven't reported already and nothing major.  Some tuning probably required.  Still, totally worth $30 and a steal at $15.  For me this game has always been fun in much of the way Elite (C64) and Privateer (PC) were. This update brings much much more of that.  IMO it's the closest successor to date to those two although different in some obviously significant ways.

15
Haven't gotten this to repeat yet but here is a new one.  Also discovered a bunch of case mismatches in TuP backgrounds but they only seem to be used in missions so it's no big deal.

Spoiler
779425 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
        at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
        at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
        at com.fs.starfarer.combat.void.super.float$super(Unknown Source)
        at com.fs.A.oOOO.Ò00000(Unknown Source)
[close]

Pages: [1] 2 3 4