Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

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 - Carroy

Pages: [1] 2
1
Mods / Re: [0.9a] Version Checker v1.8b (released 2018-12-01)
« on: March 17, 2019, 06:19:10 AM »
Would it be possible to add a button that crashes my pc opens browser tabs for all outdated mods?

2
Quote
The only way I've run into trouble with supplies/money is if I expand my fleet too quickly and don't have the supplies and cash to support it in the short term.

That's a very good point, expand your fleet conservatively, because doing it too quickly can make you run out of options and end the game.

3
There's good money to be made with bounties but you need to execute them perfectly and a big cargo hold is crucial because you need to take everything apart from scrap. A big cargo hold is also important because you can then stockpile supplies you get by stomping out smaller fleets.

What also helped me is being very selective about which ships you let repair, most capitals can be deployed multiple times before they run out of usable CR(also really useful for hyperspace storms). It helps but you only postpone the cost.

I found that If bounties are your only income, there is a point in the game before you're really set up where you go from market to bounty and back again to keep up with bounties, whether you're bleeding supplies or fuel. After making enough money to stay away longer the rationing becomes less but there's never a point where you don't need to manage it.


4
Mods / Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« on: February 01, 2017, 12:05:25 AM »
Quote
Posted by: StarSchulz
Wouldn't SO counteract the whole point of lasting long in a fight to get bonuses from their built in hullmod?

It does. A lot of Diable ships just cannot stand up to something their own size without the range advantage, which, on some ships takes minutes to kick in. Most battles are already over if you have lower range than the enemy at the start of the battle and have no wanzers. I found that without wanzers, Diable ships are reliant on burst, having to fit their very flux expensive weapons on their not so flux efficient ship frames hoping they can out dps the enemy. Then you have something like the Hayle, which can very much out dps the enemy, it just gets killed by a single salamander because it cannot fit effective PD. This is where SO comes in, giving you more speed and vents, both very helpful on bursty and fragile ships.

5
Mods / Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
« on: January 24, 2016, 08:56:57 AM »
I have been having a lot of fun with this faction, especially with its beam weapons. A Maelstorm equipped exclusively with beam weapons and a siege laser paired with a sh*tload of vents, shield redirection, improved turrets and ITU melts everything cruiser or less in a second. Its only weakness then is EMP damage but most things won't be able to get close enough.

I do agree that the ships are quite a bit weaker in AI hands. But if you stay in range of your friendlies with a build like described above, you create an instant kill zone for anything fast enough to flank your fragile friends. While also making them pretty much immune to missile pressure.

6
General Discussion / Re: Simulator Smashers of 0.7.1a.
« on: January 20, 2016, 02:17:36 PM »
It's definitely possible it just requires some serious piloting. I keep dying because I make dumb mistakes, or I'm being over aggressive...
I recorded a video of my attempts for fun, this is the closest I got so far:


I didn't notice the harpoon sounds.. If I did, I probably wouldn't have died.@#$^&*&%#!@$!!!!

7
General Discussion / Re: Simulator Smashers of 0.7.1a.
« on: January 19, 2016, 04:08:06 PM »
I'm fairly sure you can do it with an Aurora.
I got just over half way there, but didn't realise I was right in the enemy spawn when I summoned the another part of the horde...
It was over pretty quickly after that.

This is what I ran:
Capacitors:  0
Vents:  24
Weapons:  1x Cyclone Reaper, 4x Reaper-class, 2x Heavy Blaster, 3x IR Pulse Laser, 2x Burst PD Laser, 1x Heavy Burst Laser
Hullmods:  Augmented Engines, Hardened Subsystems, Integrated Targeting Unit, Resistant Flux Conduits, Expanded Missile Racks, Hardened shields


With EMR the cyclone reaper has 36 ammo!@!%#$#$ +8 from the small reapers allows you to quickly overwhelm what you'd otherwise be hopeless against.
The remaining torps, combined with your other weapons and High energy Focus is more than enough to quickly destroy anything that's not a Dominator or capital.
It's all about hit and run, which it can do very effectively with its speed of around 170~.

I will probably remove the PD and invest in something else and I have no idea if its peak performance is even remotely long enough.

8
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 08, 2015, 01:58:03 PM »
Not sure if your mod or BR but whenever I take a commission with Blackrock I keep getting yelled at for not being hostile to "Knights of Ludd". I'm hostile to both displayed Ludd factions (church and path) so I'm not sure where I'm going wrong here.  Have posted in BR as well.

I have the same kind of problem. I keep losing rep with diable avionics because i'm hostile with "Bounty hunters" and "The wanted".

9
Modding Resources / Re: [0.65.1a] ShaderLib Beta v1.01
« on: November 18, 2014, 04:51:46 PM »
If you fire the HIL over and over again you get a really bright spot, you then proceed to fly through that bright spot.  ;D
Spoiler
[close]

10
Modding Resources / Re: [0.65.1a] ShaderLib Beta v1.01
« on: November 12, 2014, 03:46:43 PM »
Worked like a charm, 61 -62 at all times now.

It only ever went to 59~ish when I called in reinforcements in the benchmark fight(best thing ever btw), is that enough to lock it to 30 for the rest of the fight?

anyway, thanks a bunch!

11
Modding Resources / Re: [0.65.1a] ShaderLib Beta v1.01
« on: November 12, 2014, 01:46:53 PM »
When I installed the mod I noticed that everything felt a bit less smooth, fraps tells me its locked at 30fps when its toggled.

Took a peek at the shadersettings file but cant find anything related to fps, is there any way to make it higher?

12
General Discussion / Re: Capital flagship suggestions
« on: February 26, 2014, 03:56:17 PM »
Conquest all the way! ;D

  • 4x Hephaestus
  • 4x Heavy autocannon
  • 6x Burst PD
  • 2x Heavy burst PD
  • 2x Salamander Pod (at the front for those pesky, mauling, heavy hounds)
  • 50 Vents
  • 50 capacitors
     When I get Optimized Assembly, I usually replace two of the Hephaestus with two Mjolnir cannons and add another 2 burst PD.

I bind each side of the ship to a single group, 2 for left and 3 for right. Then I just activate whichever side has stuff to fire at and never really get in trouble with flux.
Usually I fly the ship alone till later in the game because of logistics. But when it's leveled a bit, add an Atlas and a Medusa or two.

13
Hi,

I guess its outdated, (installed 18-01-2014) but I don't know where I can find the "-RC2/3" instead of the actual install file. Which I deleted when the game was installed.

I didn't know a new version was already out. ::)

14
Hihi, Got this error right after i picked up some crew and saved.

Spoiler
143190 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

15
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: October 20, 2013, 06:10:31 AM »
I just had this error

3606403 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.UsSUtils.LevelUp(UsSUtils.java:243)
   at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:137)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Pages: [1] 2