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

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Messages - cybersol

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1
Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: January 06, 2019, 12:32:05 AM »
That still makes me very happy, i was trying to play 0.8.1a and i kept running into a lot of issues around crashing with trying to save.

I've am playing 0.8.1a successfully at the moment, and though saves were flaky at first, they work properly now after upping the memory Java can use. It's seems everything is a little more memory hungry in that version. I also make sure to wait 1-2 seconds when entering or leaving a system, but that may just be superstition at this point. PM me if have any questions about mod versions or whatever.

2
Mods / Re: [0.8.1a] Save Transfer 1.11.8
« on: January 05, 2019, 02:46:27 PM »
SS = Starsector
SOL = *** out of luck

3
General Discussion / Re: What planets are best for colonization?
« on: December 29, 2018, 09:49:54 PM »
Super lottery rollover winners get 50% worlds.
Does the Calm Weather condiditon even appear in the generation table? I don't think I've ever seen it.

I think it only appears if the planet is named Gilead :P

4
General Discussion / Re: Are 5 weapon groups enough?
« on: December 28, 2018, 05:16:01 AM »
Truly this is my number one gripe about the game so far. I've seen in other places that Alex say that combat is the biggest focus of the game and that many other game design decisions are made to get keep it front and center. Well if that is true, then the combat UI and control interfaces should be major priorities. 

I want at least 1-0 weapon groups, assigning a single weapon to multiple groups, and selecting multiple groups at the same time.
I want the HUD and in combat text displays to be less cluttered by default, but with at least one or more overlay/pop-up layers accessible for more detail.

Reading the rest of the thread, weapons groups do matter a ton for the AI! You can manipulate its behavior and effectiveness by creative use of weapon groups. For example, link instead of alternate two sabots so the AI overloads their shields more, or link your short range armor stripping missiles (the AI never seems to use) to the ballistic weapons it does use.

I'm routinely need 6-7 weapons groups on cruisers and 8-9 on capitals, and that is without assigning weapons to multiple groups implemented yet.

5
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 27, 2018, 01:03:46 PM »
Personally I think the Zenith is fine, as it currently costs a whopping 35 DP to recover. A conquest or onslaught at 40 DP will eat it for lunch even now.  

6
Mods / Re: [0.9a] Mayasuran Navy 8.1.4
« on: December 27, 2018, 12:56:11 PM »

First of all, thanks for your mod! I've been enjoying it in starsector 0.9.

Summary:
Would it be possible to get a download link for the old version: [0.8.1a] Mayasuran Navy 8.0.9?

Explanation:
As a new player to starsector after 0.9, I've played through the new version several times now. Meanwhile, I have seen so much about Nexerelin around the community and I enjoy 4x style games, so I wanted to try that experience as well on a separate 0.8.1a starsector install. Thus the interest in the old faction version for 0.8.1a.

7
Discussions / Re: what linux distros are people here running?
« on: December 27, 2018, 03:46:47 AM »
Gentoo Linux, but I likely use Arch if starting from scratch today.

8
Mods / Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
« on: December 16, 2018, 04:29:58 PM »
I'm on linux which has case sensitive filenames, and I encountered an error until I changed the filename:
"graphics/arkleg/hullmods/loa_MonkeyModel.png" to "graphics/arkleg/hullmods/loa_monkeymodel.png"

Cheers!

9
Mods / Re: [0.9a] Weapon Arcs 1.2.1
« on: December 16, 2018, 03:40:19 PM »
Also implemented version checker support.

I'm on linux which has case sensitive filenames, and I encountered an error until I changed the filename "weaponarcs.version" to "WeaponArcs.version". Cheers!

10
I figured you were working on this from an earlier comment. But seeing more RunCode examples would have helped me (especially Global access and imports from more of the API), so I thought I would post what I found. Also, the code to fix the stars in Penelope's took some time to figure out, and it's a nice but not broken system after you fix the planets there.

11
General Discussion / Re: Most overpowered starter ship, the Dram
« on: December 02, 2018, 07:33:29 PM »
@goduranus
Thanks for this post. I was at the odd point in a new salvaging focused run where I had salvaged a light cruiser and a couple of destroyers. Yet I really was not fast enough to outrun many pursuers, but also not strong enough to beat them down. I was getting frustrated when I stumbled upon your post, hopped into a dram, and set off solo. It was liberating, and should be enough credits to get over the hump. Though at first it was odd to just finish the missions and not salvage or fight everything in the whole system. I also did not realize that the speed penalty for hyperspace clouds is much, much lower for a solo frigate.

12
I just wanted to say this mod is awesome. I originally installed it to fix a bug I encountered with a mission and an explore data event conflicting. More recently I been testing some of the mechanics in the game around colony and planets. Here is some code I learned that may be useful to others:

Colony test, wanted the hazard lower to compare with another colony
Code
RunCode Global.getSector().getStarSystem("Galaver").getEntityByName("Hantu Raya").getMarket().removeCondition("high_gravity")

Creating planet with low yield of several things for testing
Code
RunCode Global.getSector().getStarSystem("Beta Labraxas").addPlanet("Matrix", Global.getSector().getStarSystem("Beta Labraxas").getEntityByName("Beta Labraxas"), "Matrix", "terran", 0, 190, 2250, 30)
RunCode Global.getSector().getStarSystem("Beta Labraxas").getEntityByName("Matrix").getMarket().addCondition("habitable")
RunCode Global.getSector().getStarSystem("Beta Labraxas").getEntityByName("Matrix").getMarket().addCondition("extreme_weather")
RunCode Global.getSector().getStarSystem("Beta Labraxas").getEntityByName("Matrix").getMarket().addCondition("farmland_poor")
RunCode Global.getSector().getStarSystem("Beta Labraxas").getEntityByName("Matrix").getMarket().addCondition("rare_ore_sparse")
RunCode Global.getSector().getStarSystem("Beta Labraxas").getEntityByName("Matrix").getMarket().addCondition("volatiles_trace")

# Reference for more planetary modifiers
http://fractalsoftworks.com/starfarer.api/constant-values.html#com.fs.starfarer.api.impl.campaign.ids.Conditions.RUINS_WIDESPREAD

Fixing one of the bugged planets in Penelope's Star, by adding suitable conditions
Code
RunCode import com.fs.starfarer.api.impl.campaign.procgen.PlanetConditionGenerator; import com.fs.starfarer.api.impl.campaign.procgen.StarAge; PlanetConditionGenerator.generateConditionsForPlanet((PlanetAPI)Global.getSector().getStarSystem("Penelope's Star").getEntityByName("Ithaca"), StarAge.OLD)

And just because I thought of it now, another suggestion for a feature that I could not find yet is to respec an officer or administrator. But seriously man, thanks for the mod!

13
General Discussion / Re: I flew into a black hole!
« on: December 02, 2018, 06:55:57 PM »
Did you call the colony Hotel California? You can check out but you can never leave.

14
General Discussion / Re: Thunder Intercepter is OP (am i right?)
« on: November 30, 2018, 02:41:09 PM »
@Megas
Interesting, what are you testing with because perdition seem underwhelming to me so far? The hammers get shot down easily and the fighters are kinda slow to launch them and return. I personally seem to get much better results from a mix of 1/3-1/2 longbows and khopesh, which synergize well when launched in a wave (i.e. from an Astal) because the sabots hit first and then the rockets.

As a recent new player, I read a lot of your posts, so thanks for all those. I really wish you got around to ranking destroyers in that ship tier list though :P However, destroyer and frigates are harder to rank than the larger ships because it ultimately comes down to performance per supply cost, instead of just ship tier.

  

15
General Discussion / Re: Typical build for a profitable colony?
« on: November 30, 2018, 02:07:23 PM »
Well to be fair, what's the point of turning off freeport in this patch?

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