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 - ArnaudB

Pages: [1] 2
1
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: November 12, 2021, 01:41:09 AM »
I have enjoyed this mod a lot. It opens some possibilities for long-term plays. It's a learning experience.

I do think prices could be halved across the board. Structures costs so much money that you pretty much never get it back (at least, not for me who play "winning" games in Nexerelin), so it's a pure money sink and you can't rush-terraform a planet early-game.
On the other hand, the terraformingi tems are worth too much money. I can make so much selling them, knowing I can buy them back anytime I want, which I don't end up doing because a 400k+400k pricetag for a chunk of the terraforming is hefty.

Maybe a multiplier for costs that can be customized? I understand players who truly enjoy the sandbox experience might not mind the costs, but as I try to play quicker games that rarely last more than 2-3 cycles, it's a tad pricy.

I really like being able to change the planets look, and being able to turn some planets from worthless into mildly usefulness.

Thank you for your work!

2
Is there a way to disable transfering planets needing an operational spaceport? They get disabled for so long after invasion, it makes everything takes sooooo much longer.

3
I have a geforce, which I spent a fair amout of time trying to make run well for Starsector.

Rebooting the game often help, the memory leaks are really painful once they settle in.

Starsector being single-core is likely what causes the biggest amount of problems. It simply isn't using most of a computer's hardware. 1/3 of the CPU and GPU at most.

Thank you for answering Alex. That helps.

4
So I have been tinkering with my Starsector's settings and vmparams, in the hope of improving the speed of the game, because it gets really slow once you get bigger ships.

I have plenty of resources left on my computer but yet it doesn't hit the 120 fps with vsync off I have been using in trying to push it further. It's really frustrating because the game get horribly bogged down by waiting time. I don't even play crazy battles with 400+ battles points. It just feels slow.

Any clue how to make this better?

(I used a new game below to test performance out)

[attachment deleted by admin]

5
It works!

The Bounty setting indeed seem to have been the problem. I had set the settings at minbounty=8 and max=20 for a bounty-only run with Varya's Sector.

I set the value to min=3 and max=5 and I was able to successfully start the game. I'll go see what the mod offers now.

Thank you.

6
I just tried to start a new game with ONLY Archeon Order, absolutely nothing else active, and I still get the same crash.

7
Bug Reports & Support / Re: Can't reply on the forum
« on: October 13, 2019, 11:18:45 AM »
Correct, it was the strikethrough Y in the log. I removed it and was able to post the message. Thank you.

8
I have wanted to play this mod. Unfortunately everytime at sector generation the game crash:

Quote
97339 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Archean Order TC v1.3.4 (data\campaign\econ/mordreath.json)]
98718 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
   at java.util.Random.nextInt(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.updateMax(BaseEventManager.java:37)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.<init>(BaseEventManager.java:29)
   at com.fs.starfarer.api.impl.campaign.intel.PersonBountyManager.<init>(PersonBountyManager.java:16)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.addScriptsIfNeeded(CoreLifecyclePluginImpl.java:421)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconom yLoad(CoreLifecyclePluginImpl.java:662)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.0000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I couldn't figure out the problem. I do have the library mods so that shouldn't be the problem.

9
Modding / Re: [0.9.1a] Better Neutrino Detector Mod
« on: October 13, 2019, 07:25:57 AM »
Thank you, I have been wanting that for a while.  :)

10
Bug Reports & Support / Can't reply on the forum
« on: October 13, 2019, 07:24:37 AM »
I am having a problem where I can't reply to the topic, specifically this one:http://fractalsoftworks.com/forum/index.php?topic=13183.0 (Archean Order mod)

Everytime I try it gives me the error page, telling me to contact the administrators. If I go back and try to post again, it tells me I am double posting.

I logged out and back in but nothing changed. Waiting didn't solve the problem either.

Edit: I have been able to post succesfully in others threads, just not this one.

11
Mods / Re: [0.91][UTILITY] Starsector FX
« on: September 28, 2019, 03:38:03 AM »
One thing I am not sure about is the ship prices. Not only does it cost millions to get capitals, but they die in seemingly no time at all.

Raiding might need adjustments too. I raided a pirate with Heavy Machinery and got a twenty-two millions blueprints. Raiding for blueprints quickly overshadow every other method of making money.

The custom effects do help the game speed. It's pretty nice although it takes some time to get used to. I'd maybe like the projectiles to be a big bigger, as it's difficult to see them, especially with the larger zoom.

The AI overhaul makes a bit more skeptical. The combat runs much faster, however a lot of the AI seems suicidal and that's usually how capitals get slaughtered. Ships seemingly recklessly charge in, shields get overloaded in no time at all (even directional shields) and swarming the enemy work better than anything else, especially with the exponential ships prices (with Rebal, of course).

A final thing, maybe? I like the bigger commodity stacks, so much less hunting for supplies across entire systems.

12
I have been trying to find which piece of codes generate cryosleeper to make more appear in the sector, but I couldn't find the relevant pieces, even with Notepad++ search across the entire starsector folder.

I found the Salvage_Gen entities and I went looking around procgen, but I can't find where it's supposed to say it'll create two cryosleeper on sector generation.

Any clue?

13
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« on: September 18, 2019, 12:33:49 AM »
It's kinda the thing of Neutrino, powerful but highly expensive fuel-wise. I have changed that myself in neutrino shipdata because it get annoying needing to refuel every minute.

Junker from HMI have a similar and arguably better superfreighter.

14
I haven't found an answer to my problem and nobody saw or responded to my query the last time, I'll try again.

Does somebody know how to make exotic resources appears in randomized generated sectors? In the default sector exotic resources like Volturn or liquids from Hazard Mining Incorporated appear, but never in randomized. Is there some way to make them appear during sector generation, or even after?

Alternatively, I'd settle for some way of getting rid of trade missions asking me for goods that aren't produced anywhere in the sector.

15
What you probably want to do is edit commodities.csv and increase the econUnit column, since that directly affects how many cargo units of commodities correspond to an "economy unit".
Thank you, I found the file and made the edits. I do have to make the change for every mod right? That's what I am doing right now.

On a related note, I tried to search on the forum but found no answer. I'm sure it came up last year or so though. I mostly played on randomly-generated sectors and I never see the lobsters although I get trade missions for them. Similarly I the Hazard Mining Incorporated mod is supposed to add a number of exotic resources but none of their market seems to make them whenever I generate a sector. Is there something to do to fix this?

Pages: [1] 2