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Messages - vilehydra

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1
Suggestions / Raiding/Ground Combat Suggestions
« on: April 14, 2021, 05:36:44 PM »
Just finished my first playthrough for .95a, and I have to say I had an absolute blast be being a pirate privateer for the Hegemony. Raiding almost every planet in the core worlds, whether it was sneaking in under a station, or committing to a full siege. I enjoyed the mechanics, they were lightweight but well intertwined with the rest of the game. That being I have a couple of suggestions:

1. Implement an engagement Cap. It feels odd that I can send 1000 marines on a Size 3 station in the same time that I could drop them on a Size 7 Planet. There is also the issue with casualties being a percentage of marines in your cargo, meaning that after a certain point of diminishing returns your going to be losing quite an abnormally high amount of marines for what should be an easy mission.

By implementing a Cap that determines how many marines can actually fight you can make some targets more appealing in the earlier game by lowering the threshold from which you could mount a raid whilst mitigating the mass of marines you can bring to bear during the mid and late game. This cap could be modified by a couple of things, like colony size rating and if an active station is still in orbit. I feel it would also be interesting to allow the player to select ships to increase this cap at the cost of CR if there are no enemy patrols in orbit (in the same diminishing returns style of phase ships and sensor profile reduction). This mechanic would also naturally build into more... sustained ground operations that might require several waves of assault as well.

2. Explain how much EXP the marines get.

I love the idea of slowly building a team of elite marines after several dangerous raids - but please explain how they are accruing XP. Right now it feels like a mixture of the difficulty of the raid, the number of marines I have total, and the amount of loot they get. But I have no honest idea. The only way I found to actually get elite marines was to buy a massive batch and whittle them down, which would be cool if the marines I bought to replace my losses didn't immediately scramble all that hard work. It might be time to revive the old crewman EXP mechanic for marines...

3. Add building/relics for training marines in colony storage.

There should definitely be a way for the player to train marines in a colony. I like the idea of a training industry (making it an expensive investment) that trains marines up to experienced. Gamma/Beta/Alpha cores would speed the rate of training along, but a relic - similar to the one for commerce except killier focused - would allow them to be trained up to veteran rank.

Just a couple of thoughts I had after having a really raid-focused playthrough.

2
Blog Posts / Re: Expanded Battles
« on: October 18, 2015, 11:52:10 AM »



What isn't clear is whether these supporting fleets are available from the outset, or if they have delayed arrival. (based upon their speed & distance from the battle site).

From the outset.


Aww Kinda sad about this one because if fleets had delayed timing based on distance it would make for some really interesting scenarios. An example is like if you attacked a smaller fleet that ended up being supported by a much larger fleet. You'd have two minutes or something (dependent on distance and burn speed) to kill or force the small fleet to disengage or you'd end up being caught by a much larger fleet. Could even make some interesting scenarios based off of winning an engagement like that, like being able to set up an ambush as the support fleet full burns to help it's allies.

Or on the other hand you have to stay alive for a couple of minutes  and have your support fleet come in the on the flanks of the engaged enemy etc,.

But I also understand that also makes stuff more difficult code-wise, but I can dream dammit!

3
Mods / Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
« on: February 22, 2015, 12:15:05 AM »
Any chance at a fast capital ship? I love the SCY doctrine of high burn speed and hit and run. One thing  I think SCY fleets would benefit would be a fast capital ship, because I can't really find any good capital ships to keep pace with my fleets.


4
Mods / Re: [0.65.2a] Interstellar Imperium v1.7
« on: February 18, 2015, 01:09:08 AM »

Version 1.7:

- Siege event added

Would it be possible to make it so that sieges, if left alone long enough, would start decreasing the population of a planet until it became a dead planet? It just seems like it could be an interesting way to make warring factions actually gain/lose ground against each other.

5
Mods / Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« on: February 02, 2015, 07:51:04 PM »
If I update to this version of SCY will it update the save I currently have going or would it make it incompatible and require me to start a new game?

6
If you have successfully replaced the jre with a 64 bit version, you can try raising the memory available even higher, setting -Xmx to 2048m or 1g

That appears to be an out of memory error, vilehydra. The post I just quoted should be quite relevant if your computer has the memory to spare, but the fact that you got an out of memory crash, something that normally doesn't happen when the vmparams are set to 1024, suggests that your problem might not be quite as simple. Still probably worth a try.

It turned out to be a botched jre install or something. I just redownloaded directly into the starsector files and it works now. 1024x1024 works fine, but can turning it up improve the game quality. Don't want to break it again is all :p

7
I'm getting some trouble when I try to use this mod.
I launch it with Uomoz, shaderlib and lazylib checked. It launches and the bar gets about halfway to finishing then it crashes with a fatal:null error
Here is the log
Spoiler
24057 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at sound.J.o00000(Unknown Source)
   at sound.B.super(Unknown Source)
   at sound.Sound.<init>(Unknown Source)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I increased the vmparam to 1024x1024 and downloaded updated the jre to a x64bit but it doesn't seem to help. Any fixes?

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