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Topics - Beobachter

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1
I seem to be having a problem with Diable and SCY, namely that some systems seem to be missing from the ship_systems.csv.
I am not running SS+.
Problem seems to be isolated to Diable and SCY - the game does not have a fatal error when these mods are disabled
I have tried reinstalling these two mods. Game still had fatal errors.

Excerpt from starsector.log file:
Quote
21858 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [diableavionics_vortex3] not found in ship_systems.csv
21858 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [diableavionics_vortex2] not found in ship_systems.csv
21858 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [SCY_hullBreaker_drone] not found in ship_systems.csv
21931 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Full log: https://www.dropbox.com/s/0731vmf8rit2oss/starsector.log?dl=0

2
Suggestions / A parameter to limit the number of patrols per Faction
« on: November 26, 2015, 04:30:39 AM »
I don't have the best computer for this game, but recently I have noticed my computer is slowing down even faster than normal. My original solution was to extend the amount of time between patrols and reduce the number of active trade fleets at any one time. While this did work for a period of time, eventually my computer slowed down to near-unplayable levels. In my next campaign I increased the time between patrols even further and am just now reaching game-breaking slowdowns.

From this experimentation with the setting I am led to believe that my issues come from the game eventually spawning too many patrols and the calculations associated with the patrols. I think that there should be a limit to the number of patrols based on the number of campaign-level entities for each faction. This also prevents highly concentrated factions, such as the Sindrain Diktat or a modded faction from building up a ridiculous number of combat fleets over a period of time (to the point they outnumber the Hegemony total number of fleets).

Summary: The game seems to continuously spawn patrol fleets based on the 'averagePatrolSpawnInterval' parameter. I would like to have access to an additional parameter of 'numPatrolsPerFactionEntity' which limits the number of fleets to 'X' fleets per campaign entity for each faction.

3
Suggestions / New maps per campaign?
« on: March 31, 2014, 08:39:49 PM »
Currently as the game stands, we have a known map. Everything is known from planet locations to fleet positions. Sans mods, the sector never really changes.
So the following are a few questions I have about this:

1. Different campaign map configurations
In each campaign, the distance of stellar entities (planets, warp points) to the sun never changes. How difficult would it be to have different locations (presets maybe?) for each entity? Would it change the game noticeably?
2. Discovery
What would happen if the map, upon generation, was covered in a sort of fog-of-war? That different systems would have to be manually discovered by trial and error? Would that add anything to the game?

Of course, I could try to mod this in but it is more fun to theorycraft this in my opinion  (especially given my own deficiencies in coding :P)
Thoughts?

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