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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Rathorn

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1
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: September 20, 2020, 05:01:11 PM »
First of all, what version do you have? I understand that V5 is incomplete, I have 2.0.4 but I have the same error, the difference in your case is that everything is in its place

I'm also using the 2.0.4 version. I've given up for now, but if anyone comes across a solution, I'd love to hear about it.

2
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: September 20, 2020, 11:10:49 AM »
The same thing happens to me, I balanced all the weapons and ships, now they are as what they should be at a realistic price, but always in a certain situation the game tries to spawn that wing and exploits java, I tried to find the problem but I can't find it, according to the file it must be a fighter, the problem is which one, there is a star wars mod that happened the same thing but in large ships and it was due to some wrong weapon according to its author

Yeah, I've looked in every file, can't find anything named tarii in title screen variants, wings, hulls, variants, etc. But I added a ballistic variant of the sajuuk, so that's nice at least.

3
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: September 20, 2020, 03:53:43 AM »
Ok, I've been playing around with this and trying to do a balance pass in what little free time I have. My only issue so far is an occasional ctd with the error "failed to find hii_tarii_wing" which is afaik always a missing entry in the ships csv file, and maybe I'm dumb but I can not for the life of me find anything anywhere with the name tarii, not in the wings, not in the hulls, not in the variants. Anyone else have this issue or know where I should look?

4
So I know this is an old thread, but I'm still running starsector 7.2 and trying out different mods. I read through and noticed at least one other person encountering the Fatal: JSONObject[ "logo" ] not found crash when trying to load the game with Bushi enabled. Is there a fix for this?

On a related note, I've found that manually balancing things for myself is easy, just time consuming, I.E. editing burn speeds, ship costs and weapon stats for the Hiigaran Descendants mod.

5
Afaik, there isn't a penalty, but in combat a carrier can only repair/re-arm as many wings of fighters as it has flight decks at one time. In my experience, I only have 2-3 wings per flight deck, as any more than that and the fighters just seem to buzz around the carrier waiting in line basically, and not really doing anything for most of the fight.

6
Mods / Re: [0.7.2a] Interstellar Imperium 1.12.0
« on: April 18, 2016, 03:27:48 PM »
You can dodge them.  Being able to jump to the left or right at 600 speed is enough to shake a salamander.

I'm trying to get good enough to do that xD I've been practicing by fighting lashers in mock battles. seems to work ok, :)

7
General Discussion / Re: A (probably) crazy idea
« on: April 18, 2016, 03:21:28 PM »
Two things I've noticed for when you get into the mods; If you have prism freeport enabled, it usually has procurement contracts for goods available in the market..to be delivered to prism freeport, which is like free money sometimes. The second thing I've noticed is that if you have the Hiigaran Descendants faction, their ships all seem to have above average burn speeds, (i.e. 12 instead of 9)

8
Mods / Re: [0.7.2a] Interstellar Imperium 1.12.0
« on: April 17, 2016, 11:44:45 PM »
Anyone have any tips on getting the starting decurion frigate to survive salamanders? I can't seem to put enough PD on to stop them  ::) insulated engine assembly helps a little, but by the time I can get that I've usually died a couple times and I'm buying a new one

9
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 14, 2016, 04:42:20 PM »
Yeah i've done all that,  and it helps a little. Im still averaging 15-20 fps unless I'm in a big (more than 10-12 ships) fight. Just playing vanilla with a few faction mods works smooth tho

10
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 14, 2016, 10:19:14 AM »
The mod is about to be split into multiple smaller mods, which will allow you to do just that. If you have any faction mods in addition to SS+ removing them will also help. In general, the more systems/fleets you have the worse the performance. You should also switch to the craptop shader lib settings if you haven't already, and consider lowing the deployment limit. If that still isn't enough you can tweak the
Code
    "maxEconFleets":75,
    "maxPirateFleets":40,
    "maxMercFleets":20,
    "maxCabalFleets":12,
settings in mods/Starsector\ Plus/data/config/settings.json. Lowing the values decreasing the number of fleets the game spawns, making campaign less resource intensive.

Alright, I didn't think to tweak any of the fleet spawns, I'll try that and see if it helps. Thanks! :)


Edit: I tried dropping them all by half, didn't really seem to help. Gonna try a new game with only 4 or 6 systems now.

11
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 14, 2016, 09:30:43 AM »
I really love the mod, but unfortunately my laptop can't really handle it (well it runs fine, around 10 fps unless I'm in a menu) :/ is there any way to move folders for the extra skills and ships somewhere else so I can still use them?

12
Mods / Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
« on: April 13, 2016, 07:59:57 AM »
1) There's a hidden Order of the Stick reference in this mod.. ;D
2) @cjusa, how/where do you put those pilot chatter dialogue thingies?

13
Hey, quick question. I know this has probably been answered somewhere, (I can't find it, this is a long thread) But is there any way to edit the base price of supplies or something? I've tried starting a new game like 3 times now with different options hoping to get some stable markets and haven't gotten one yet where supplies don't end up costing 400-500+ before tariffs after a couple of months. Idk how to fix/affect the economy in-game apart from selling a lot of one thing drops the price.
You can indeed alter the base supply price in starsector-core/data/campaign/commodities.csv. But if prices are that high, you may have a hard time finding enough stock in markets. (In this case, increasing the figure in the "utility" column might help the markets drain fewer supplies, in theory)

What settings in particular are you using? I've found I can usually expect sub-100 prices for supplies at the start of the game within 1-2 restarts, in a "typical" Sector (6-8 systems, default planet/station count, some mod factions but not more than six or seven).
[/quote]


    Thanks :) I'm currently running nexerilin, blackrock, diable, and interstellar imperium. 6 systems, no empties, max 12 planets/6 stations per system. omni and prism enabled. playing as bdy, our main station in exerilin is stability 7 with plenty of supplies, but they cost over 600 creds after tarrif. :/ kinda stuck, I can't make enough money mining to cover the crew/supplies to keep mining, or afford fuel to outrun pirates.

14
Hey, quick question. I know this has probably been answered somewhere, (I can't find it, this is a long thread) But is there any way to edit the base price of supplies or something? I've tried starting a new game like 3 times now with different options hoping to get some stable markets and haven't gotten one yet where supplies don't end up costing 400-500+ before tariffs after a couple of months. Idk how to fix/affect the economy in-game apart from selling a lot of one thing drops the price.

15
    I've thought of a few things. I like the idea of there being something like missions or campaigns you can take part in as part of your faction. With rewards such as being able to commission or requisition new ships, getting an extra destroyer, frigates, or fighter wings as a reward from the admiralty, stuff like that. I'd also like to see the mechanic expanded further, as it is when you join a faction with a commission, all you get is a little paycheck and access to the military tab in the store. It'd be nice to feel more engaged and involved in the faction, like i'm actually a member of the military, not just a space bum they like enough to let shop for military gear. Being able to get commendations, promotions, etc. would be a nice touch, even at the cost of being given randomly generated missions every couple of months like "patrol for pirates around X planet/station, bring supplies and fuel to the fleet in X system, and getting a drop in rep if you fail to complete the mission.
   
    Also, I'd like to see some sort of mechanic where you can, at higher levels, manage multiple fleets, put your officers in charge of them, even if it's just setting up the ships and setting their patrol/engagement behavior. Maybe something to do in end game.

   I'm still new, so I'm sure i'll come up with a few more ideas as I get further into the game and get more experience with how things work.

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