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 - Dog

Pages: [1] 2
1
Yo dawg! So the issue is probably the lack of allocated memory, the fix is written in the OP:

Open your Stasector directory, edit the vmparams file with notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m

Ah, yes this leads to yet another problem, that also appears to happen to several people on this page.  The game loads up and then hangs almost instantly on the home screen.  There doesn't appear to be anything in the Starsector Log file either.  I'm going to check on my Java, but I don't think that that is the problem.  Any input?

2
I'm getting kind of a strange error.  The game loads up just fine, and runs fairly smoothly up until it's time to save.  Saving takes ~20 seconds, which is fine, but I am incapable of loading a game.  I can't grab a previous save game, nor can I load a game from the save menu.  It goes through the loading process and then says something to the effect of "Your mods may be incompatible", when they clearly are not.  I've got the starsector log here:

Spoiler
571737 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
572125 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.util.Arrays.copyOfRange(Unknown Source)
   at java.lang.String.<init>(Unknown Source)
   at java.lang.StringBuffer.toString(Unknown Source)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getCurrentReferenceK ey(ReferenceByXPathUnmarshaller.java:41)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:63)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
[close]

Any help would be appreciated!

3
How did you get the stormcrow? :D

Is that terrible boss loot system working?

No I wish, I got lucky and I got a chance to board the baby.  Who am I to say no?  ;)

EDIT: Sirboomalot, whoops I was mistaken, the Omega Device was a different fleet, your's was just the meteors.  The beautiful beautiful meteors. 

4
Just to back up SirBoomalot, I whooped his fleet with a single Stormcrow, with very little kiting to keep enemies on my shields.  I've found that the Omega Device and Thule Meteor can be easily tanked on shields, and usually just end up murdering the swarms of fighters or frigates attacking you.  I pretty much resorted to ramming the last few ships to death because all my squalls ran out of ammo, but his fleet is quite beatable, and not actually that difficult if you're fast to adjust.  The hardest part is the Schwarm Drones, and it's mostly because they lag up my laptop something awful.

 I personally love having a tough challenging fleet like his, with tons of crazy weapons and ridiculous ships variants, because that's how I (and I am sure many others) would build their fleets.  It's the closest we can get to facing another player in game.  Keep up the good work, it keeps my game fun and challenging.

5
I'm having similar issues with fleets not dropping the bonus loot.  I have yet to see the loot thing come up, despite beating every single boss fleet in the game.  In addition, something's up with the Ciago event.  When he finally pulls into the station, he just disappears.  He doesn't deposit the weapons and ship hulls, and the Omnifactory never builds them.  The only way to get that stuff is to kill Ciago en route, but that's kinda silly.  I'm not totally sure whats up...

6
Mods / Re: Neutrino Corp. (v. 1.5)
« on: March 17, 2013, 11:33:38 AM »
Phased Cannon Arrays? Don't you mean Particle Cannon Arrays?

Haha nope, the Phased Array Cannon is the Jackhammer's built-in weapon.  It used to be available to buy or find, and it's a really fun weapon to mount on an end game Unsung or Banshee.  It's such a pretty sprite, it would be a shame to never see it  ;)

7
Mods / Re: Neutrino Corp. (v. 1.5)
« on: March 16, 2013, 06:07:31 PM »
So I added that line of generator code for the Unsung, and started a new game. It did diddly.

I think Uomoz might've gone out of his way to insure only his pet fleet spawned with it.

It worked fine for me, did you copy paste it in from the code flash provided?  While I was at it I even added Phased Array Cannons to the store, and those worked too.  No reason for Uomoz to have all the fun.

8
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 12, 2013, 08:32:59 PM »
I'll leave this here and fuel some speculation :P

Spoiler

[close]

Won't be a while until it comes out though, :)

Though I am a bit concerned with how the color tone came out on the front part, it's bit off,

Goddamn that looks good.  Let the fires of speculation rage!  That big grey belt looking thing is especially intriguing...

9
I can't say nerfing the Unsung is a good idea.  The ship is the definition of fun, end-game, screw around ship.  I buy the ship once I hit level 40 so I can cruise around and do whatever.  Why nerf a ship which is purposely end game and for having fun in?  If you're buying the ship early, good luck making use of it, and you're probably missing out on the other great ships.  The Unsung is just like the Cain and Hadron Accelerator: really fun weapons to screw around with, and not meant for the standard game for the most part.

10
Mods / Re: Blackrock Drive Yards - v0.30
« on: February 26, 2013, 07:27:04 PM »
This mod is amazing, however personally, I think you should add a flagship class ^^;

If you check inside of your mod folder, you will find a mysterious ship named the Sachumundo.  This may be the ship you are looking for.

Cycerin: after fooling around in the Stormcrow, I've found the lack of real big stompy gun for BRDY.  Might I suggest a large, slow projectile speed, high damage, high flux cannon.  Something more along the lines of the Vanilla Plasma Cannon, or a sort of midway point between the Plasma Cannon and the SQC.  Other weapons don't really give the Stormcrow much punch, and I'm obsessed with using Blackrock weapons everywhere.  On the surface, it seems rather similar to Squall Batteries, but I've found that the battery is outpaced quickly by superior weapons.  Throw a little Blackrock flair in and you could have a big angry new gun.  Anyway, solid mod, keep up the outstanding work!

11
Modding / Re: Community Mod 2
« on: January 20, 2013, 11:06:23 AM »
I just updated planet lore with another teaser over on the Google Doc, and I would like to get some comments and criticism on it.  If you guys could check it out, that would be awesome.

12
Mods / Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« on: January 14, 2013, 06:43:39 PM »
Let's say I'm considering different options.

First large weapon! Solenoid Quench Cannon.

Also, thanks to EnderNerdcore, the AI is now drastically better at using Blackrock systems, who are themselves drastically better!

Now that is a sweet new gun!  The new update looks awesome, keep up the solid work Cycerin!

13
Modding / Re: Community Mod 2
« on: January 07, 2013, 07:16:52 PM »
I am not a coder or a spriter, but I am one hell of a writer if I do say so myself.  I would be very interested in doing write ups for ships or weapons, as I really enjoy the nitty gritty psuedo-science used in weapon descriptions or the background and interesting facts present in ship descriptions.  I'd like to participate if at all possible.

14
Mods / Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« on: January 07, 2013, 07:01:42 PM »
Man, it's been a long time since I've posted, but whatever ;)
Cycerin, this mod is seriously fantastic.  I installed it alongside Uomoz's Corvus, and I quickly fell in love with the Desidnova.  That thing is a beast, like, incredibly so.  I found myself buying one just to try it out, and holy cow is it amazing.  Thanks to character upgrades, it now has flux capacity on the same level as some capital ships, and it can tear apart Neutrino ships, which is really saying something.  I guess it would be best to either bump up the fleet points dramatically on this thing, or make it far more expensive.  It's just a little too good for its cheap price and low FP.

The new Nevermore is also really good.  It feels well balanced, and is incredibly satisfying to use.  The antimatter lance deals damage like nothing else, and the burst jet systems are great.  My new favorite tactic is to burst jet the second I get on the field, get going up to 260-270 speed, and just fly into enemy fleets guns blazing.  It makes me feel like the ship is dropping from FTL speed right into the middle of a battle and is oh so satisfying.  This ship is a much better brawler now, and when it's kitted out with squalls and the antiplasma blasters, it can threaten full fleets on its own.

The Kuruamaraja is interesting, and I like it, but due to the current AI issues, is mostly useless.  It just fires up the IA immediately, and then just builds up flux and gets overloaded by a frigate.  I opted to switch it over to a long range artillery cruiser, by giving it two mass drivers and two Cains from the Interstellar Federation mod.  It fits the niche well, and it becomes not totally useless due to the buggy AI. 

The mantis is a hilarious little bugger, and is tons of fun.  Its cheap, expendable, and makes for a great harasser.  I'd suggest removing one of the energy turrets on that thing, as it has way too much firepower for such a small ship.

The Revenant feels very well balanced and smooth, so excellent job there. 

The sprites are friggin' fantastic, with only one exception.  The Kuruamaraja is rather underwhelming right now.  The Interdiction Array is soooo cool looking, but the back of the ship feels too small or short.  It makes the ship appear top heavy and unbalanced.  Just my personal opinion, and it's still a great looking ship, so huge props there.

The new guns are great, but as stated previously, the Solenoid gun kind of sucks  :-\.  Its short range limits its use to frigates, and even then, it doesn't hit hard enough to be worth the OP cost. The squalls are beautiful, as very few medium mount high explosive weapons actually exist, and they are quite satisfying to use.  This sounds kind of whiny, but they sound much wimpier than in previous versions, where they had a sharp and dangerous retort, just my personal opinion, feel free to ignore it.

Overall, you created a fantastic mod, and I can't thank you enough for it.  Keep up the good work.

15
General Discussion / Re: Unified Flux Theory
« on: August 14, 2012, 03:20:33 PM »
Actually, I did that myself.  I was trying to keep this thread civilized, and expletives are not conducive to that.

Pages: [1] 2