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Topics - zaimoni

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Bug Reports & Support (modded) / Windows 10 vs. fullscreen StarSector .81
« on: November 26, 2017, 05:48:03 PM »
(This positively did not work with earlier versions of StarSector; the switch to 64 bit Java by default helped considerably)

I *finally* got Windows to show me that message that made a large section of the shop icon displays black-screen, minimize, maximize and usually nothing happened.

It was complaining that 1280x1024 was not an efficient resolution to fullscreen at (larger menu resolutions RAM-fail on startup).  It wanted ... 1980x1024.  (edit: and trying to send the mouse click to both its message popup, and StarSector.)

in settings.json worked flawlessly.

EDIT Current modlist:
DynaSector (because this fixes a game-breaking bug in .81 that looks like won't-fix before .9)
Combat Chatter
Console Commands
Leading Pip
Version Checker
Current test game series is a Sindrian Diktat start in Corvus mode.

Sunk cost of U.S.$100 merely to exist.

The traffic Greenlight is off.  Whether the current color is yellow, red, or black (to facilitate mushroom management) is debatable ;) 

Modding / Crash limit for player max level?
« on: May 29, 2017, 05:33:46 PM »
By analogy with officers.  For officers: stock level limit 20, level to max skills 44, but highest stable officer level is 29.

So for player: stock level limit 40, level to max skills 99, highest stable player level: __ ?

(This is for planning ahead; the non-processing of end of open war events in .8a, as a regression test omission, affects my games at about July 206.  I'm waiting for a stable .81 to do a clean restart and see how the early game really should play.)

General Discussion / AWOL documentation for newbies
« on: May 04, 2017, 05:43:10 PM »
Most pressing newbie questions for me, no searchable or easily found documentation on either forum or wiki; this is for .8a:
  • How to issue an order to a specific group as designated by CTRL-.... on the fleet screen; also, which orders make sense to do this with.    (Fortunately, I can guess how to issue most orders fine, but chaining them has no identifiable documentation.)  The eliminate order is particularly interesting.
  • What player actions in the normal market do to it, qualitatively (stabilize, or destabilize).  I suspect, from the config files, that the military market is destabilizing much like the black market is. EDIT: finally saw the relevant blog post that explains the normal-market behavior and in-game display.
These are examples of what is blocking me from playing the midgame reasonably.

I'm playing the combat scenes as a slow-twitch game -- I am perfectly fine letting the AI do the actual combat, and just manually position for combat.

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