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Messages - NephilimNexus

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1
Alright I am hoping that this is a bug... (0.10.4d)

I'm about ten years into a campaign.  As of three years prior I have managed to completely wipe out two different rival factions.  All of their planets and stations are gone.  History.  El morte.  No more.

In the three years since then, I have been attacked by no fewer than fourteen (14) vengeance/assassin fleets from one faction and eleven (11) identical fleets from the other. 

Where the $#(*$@ is all this crap coming from?!   

*hair pulling*

2
Question about Slipstreams: Where's the "OFF" switch?

3
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: December 21, 2021, 09:46:00 PM »
Yep, that was the problem - I had just copied the new stuff into the old folder instead of deleting the old folder first.

Moving on... Question: Why do planets require solar mirrors to terraform even if the termperature is already ideal?

Example: I have an ocean world with a mild climate.  The total hazard rating is 75 (50 perfect + 25 for ocean).  The termperature is fine, yet if I want to make it Earth-like I still have to add solar mirrors for some reason.

Which reminds me... if you wanted to add more realism, then changing atmospheric density should affect planet temperature.  Thin atmosphere = colder, thick atmosphere = hotter. 

Example: You have a barren, extremely cold world with no atmosphere.  You terraform it up to a thin atmosphere and the temperature warms to just regular cold.  Make the atmosphere Earth-like and the temperature warms up to normal as well.  Conversely, a scorching hot planet with a Venusian-thick atmosphere should cool off as your thin the air out.

4
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: December 20, 2021, 04:50:38 AM »
Code
ava.lang.RuntimeException: Error loading [data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.campaign.econ.plugins.BoggledEuteckSpecialItemPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)

I have no idea what any of this means.   :(

5
Mods / Re: [0.95a] DroneLib v1.1.0 - Evolved Combat Systems (New Tutorial!)
« on: December 20, 2021, 04:25:30 AM »
I wonder if this can be used to alter whether a ship is a drone or crewed to begin with?  Like, make droned vs crewed versions of the same fighter, with the manned version having better stats to compensate for the crew losses they'd incur.

6
Bug Reports & Support / Re: Requesting help with some Linux version issues
« on: November 25, 2021, 05:03:54 PM »
Test: Loaded game with zero mods.  Ran like lightning until the snow kicked in.

Test: Changed staticnoise in settings.json to false.  The snow went away but the lag remained. 

Going to fiddle with the forceNoVBO, useGLFlushm useGLFinish and IdleWhileWindowNotVisible settings next.

7
Bug Reports & Support / Re: Requesting help with some Linux version issues
« on: November 24, 2021, 09:09:34 PM »
Well a brief recap over the last several years:

Began with a Win7 system, 2 core, 4gb RAM and 1gb video card.  Game ran fine for about an hour before memory leaks made RAM warning pop-up and I'd save and reboot (not a big issue).  Fade was working fine.  Battles worked fine unless lots of fighters got involved.

Upgraded to a Win10 system, 8 core, 16gb RAM and 4gb video card.  Game ran for at least three hours before RAM issues, fade worked fine, battles ran a smooth 60FPS (monitor limit) even a max rez and with a billion fighters.

Switched from Win10 to Linux.  Same computer.  Memory issues from start (now fixed - I was editing the wrong place, thanks!), fade lags the entire computer down to 1FPS and takes 10+ seconds to transition in and out of hyperspace, battles run smooth until specific kinds of fighters come into play - weird, right?  But for some reason some types of fighters I can flood the screen with no problem and others cause slow-down with even a single wing in combat.

At this point I suspect that all my problems are graphics related.  There is either something in my video drivers, or with GraphicsLib, that just isn't meshing right with my video card.  I'll keep looking into it and see if I can pin it down.  With the fade I noticed that the gray snow/static coming on is the exact moment the slowdown begins - the more gray pixels the more it slows down, and slowly recovers as they drop out of use.  It's like there's just this one specific special effect that my video card just can't gronk and so it has to drop everything and slow down to process that one specific effect whenever it triggers.

For what it's worth, the slowdown isn't the entire computer - I can run VLC player in the background with my playlist and nothing happens to the music even when the game is slowing down due to fade.  I don't always do that but it was an easy way to test it.

8
Bug Reports & Support / Re: Requesting help with some Linux version issues
« on: November 24, 2021, 10:38:59 AM »
Taking your advice I went into the starsector.sh and changed the memory limit there and it seems to work.  Put it up to 4gb and it gives me a "stack overflow" warning but otherwise seems to run fine.  I'll let you know if fighter swarms continue to slog things, so that I'll know if that's a RAM issue or a graphics card issue.

Funny thing about the fade effects causing the game to drop to 1fps and slow to molasses until finished is that I read another thread on here where someone else was having that exact same issue.  Thing is that thread was from over 3 years ago - and my video card didn't even exist at the time.  Maybe it's a problem with a certain brand of video card?  I know that the card manufacturers don't put a lot of effort into their Linux drivers but to see the same problem for three years running is saying something even for them.

Or is there simply a way to shut down the fade effect entirely and bypass the issue?  I get 60fps solid even in large battles (until fighters show up) and this is the only thing that all-but-freezes the whole game.

9
Bug Reports & Support / Requesting help with some Linux version issues
« on: November 23, 2021, 09:51:12 PM »
I went through the settings.json of the main game and tweaked things more to my liking (For the record, I've been doing this for years in Windows versions already, so by now I know how to avoid blowing things up).  I switched to Linux (Ubuntu) a while back and, while Starsector still runs, I've noticed a number of issues.

1) Game drops into slow motion when entering or exiting star systems, or to put it more specifically whenever that fogging fade in/fade out effect kicks in.  Now I know that yammering about "I've got 8 cores, wtf" is pointless because we all know that 99.9% of programs out there still all run on only a single core.  But hey, it's a Java game, one should still be enough, especially with a rockin' video card, right? Changing the uiFadeSpeedMult has no effect.

2) Massive slowdown when fighter swarms come into play.  I mention this because, after getting the whole 8-core/turbo video computer but before switching to Linux I could throw 200+ fighters into play at once with zero slowdown.  Now it's like I'm back to running my old 2-core from the year 2000 again.  I don't get it?  How is that getting a better system results in the game running slower when under load?

3) Most eyebrow raising of all is the settings.json thing I mentioned at the start.  It seems like half the stuff in it works and the other half the game just completely ignores.  For example I can change the values of sensors per ship, and the number of ships that contribute.  I can change the speed of ships per thrust point no problem.  I can change the limits on the number of hull mods per ship no problem.

However the lines that control how much memory the game can use?  Completely ignored.  I've got 16gigs of RAM yet I can load the game stuck vanilla with no mods and within 2 minutes I'm getting a Low RAM Warning.  I went and cranked that limit up to 8gb in the config - which worked in Windows - but now it does nothing.  Controlling AA sampling?  No longer does anything.  Change the fleet point limit per battle?  No effect in game.  Camera pan and zoom limits?  No longer functional.  Change fleet size limits?  Nope.

And it seems completely random.  Sometimes the game is clearly reading the settings.json and doing what it is told, and sometimes the game apparently doesn't care what the file says and just does its own thing - and badly.  I have no idea as to why the game seems to only be reading half the file.

Now my best guess is that a lot of these lines were just copy/pasted from the Windows version and their functionality either isn't supported under Linux or need to be executed in some other way & just hoping it reads from the settings.json file isn't it.  Maybe Ubuntu has its own memory thing for Java that overwrites what the game says.  Maybe something in the graphics language doesn't translate the fade effect properly.  Maybe the game was actually running on more than one core before (a miracle, I know) but now it isn't anymore.

Anyway, I'm just confused and if anyone has any insight then please share.  Thanks!

10
It is a common sci-fi trope that laser weapons tend to be weak against starship shields but very effective against armor and hull.

Since explosive damage weapons in this game tend to follow that formula that might be why they picked it.  It is not to imply that the beam suddenly creates a massive explosion the way a conventional cannon shell would, rather that's just how the damage effect plays out.

Other sci-fi weapon tropes we're all familiar with:

Ion weapons disable things rather than destroying hulls.
Plasma weapons tend to do even damage against all resistances, but their bolts can be dodges like projectiles.
Projectile weapon do more damage to shields than armor (stopping a solid mass is tricky for an energy based shield, while armor was invented precisely to stop solid mass attacks)
Kinetic-kill weapons tend to bypass armor and go directly to hull, but do less damage per shot overall.
Disruptors, like plasma, tend to do generic damage unless hitting something organic.  They also tend to spread out like shotgun pellets over range.
Neutron weapon kill crew but leave ships intact.
Missiles can be designed to focus on shields or armor but never both.
Rockets are best used in swarms (see also Macross Missile Massacre).
Torpedoes are large and slow but devastating.
Lasers tend to be the weakest choice of weapon but also the most accurate (they really can't miss).
Railguns are doom weapons but suck your batteries dry.

The list goes on.  Some people break from convention but most stick with it because it's familiar and lets people leap right in without having to check the cliff notes.

11
Mods / Re: [0.95a] Weftin's Ship Pack
« on: October 11, 2021, 12:16:44 PM »




I knew that ship looked familiar.  I <3 ALIEN!

12
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.1)
« on: May 05, 2021, 11:07:40 AM »
Someone mentioned earlier that if you just update the fileversion info on the old system (0.91) it will still run just fine with the new game update (0.95).  I've tested this and it is true!

So for everyone who wants the old system back, or is still running game version 0.91, here you go:

https://www.mediafire.com/file/io86avsngevriva/Terraforming_and_Station_Construction.zip/file

This is the old 0.91 version with the version info faked changed to so that 0.95 will run it anyway.  As I said, no problems in testing so far.  No more G.E.C.K. hunting - asteroid breaking is back, baby! 

Might also be useful for anyone still playing the 0.91 version of the game, since Boggled is no longer linking to that version anymore.  You'll probably have to move the version info back, of course, if you want to play it on there.  It's one line of a text file, though - I think you all can figure it out without an instruction manual.

For everyone who likes the new system please just ignore this post.  It's not really here.  No need to comment on it.  It was all just your imagination.

13
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.0)
« on: May 03, 2021, 10:27:41 PM »
On another note, have you considered adding synergy between your stations and planets? For example, something like a space elevator to give a bonus to the planet based on the number of astropolises orbiting it, upkeeped by your Artifacts.

Here's an idea on that:

1) Give Astropoli an innate Accessibility bonus.

2) Make it so that having a Space Elevator requires an Astropolis station (at least one) as an anchor.

3) Once built, the Accessibility of the planet becomes equal to that of the Astropolis if the latter is a higher score.

Example: Astropolis has an Accessibility of 150.  The planet has an Accessibility of 80.  Planet builds a Space Elevator, now has an Accessibility of 150.


A second idea on that: If there is a Space Elevator and the planet produces a resource that the Astropolis needs, then that resource is automatically delivered each month without the need of trade fleets. 

Example: Planet mines Organics, Astropolis has Light Industry.  Space Elevator delivers the Organics automatically.  Pirates and other trade interruptions would have no effect on this.


A third idea on that: A Space Elevator would allow both the Astropolis and the planet to combine their ground defense scores so long as least one (regular defense) station was still operational.  In other words, the only way to cut off the ferrying off defense forces from one to the other would be to knock out both the Astropolis defense station and the planetary defense first.  If there is more than one Astropolis they do not stack; just use whichever one is highest.

Example: Kadur tries to invade a planet with a ground defense of 100.  The planet has an Astropolis in orbit with a ground defense of 250.  So long as either defense station is operational both of them will have an effective ground defense of 350, as ferrying troops and supplies can be done quickly and easily between the two.  This would make a wonderful counter to the "Domed Cities" malus - when invaders come, orbital drop troops launch into battle to save the day.

14
Mods / Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
« on: April 19, 2021, 10:44:51 PM »
Bug(?): Swarm Battery missile launcher has no blueprint.  You can salvage them, but they cannot be built in player factories.

15
More of a curiosity question for you man but why when we colonize a planet we only get one character in the comm directory? it's just 1 secretary why is that usually, all other factions have a base commander or some title, and it's like 5 or 6 of them in the comm directory any way I can change this?

Actually, you do get several "staff" for your planet but they don't show immediately.  After you colonize a world, wait a few days and come back.  You should have at least three people there, now.

As for NPC worlds, if I understand it correctly those extra characters are scripted into the faction mods themselves.  I'm guessing Nexerelin adds the mandatory three, same as you get, and then the faction mod adds the rest.  Point being that it's not Nexerelin that cranks them all the way to five or six... that's the sum of two mods working together that causes this.

I could be wrong, of course.

Which is also why, if you're a genocidal madman like myself who just nukes worlds and recolonizes them, the replacement colony will not respawn all those extra characters or special planet modifiers that the respective faction mod added to that planet... which is often handy, as some of those modifiers are things like "fanatic population" that endlessly spawns rebellion events, for example.  Purge, wipe, reset, says I... but that's just me, of course.

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