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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 - creek

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1
Bug Reports & Support / Re: Fatal: Invalid Value (1281)
« on: September 11, 2019, 05:02:51 PM »
Yeah, I can see it says ERROR and things about opengl. I'' try rolling back my driver. It updated a couple days ago through the nvidia geforce software.

16111 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.lwjgl.opengl.OpenGLException: Invalid value (1281)
org.lwjgl.opengl.OpenGLException: Invalid value (1281)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
   at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1129)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1142)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

2
Bug Reports & Support / Fatal: Invalid Value (1281)
« on: September 11, 2019, 04:56:00 PM »
Just started out of nowhere. No mods, worked fine a couple of days ago. Now it CTD's after or during the loading bar.

3
General Discussion / Re: Expedition Fleet Sizes: Capital Skew
« on: May 28, 2019, 04:39:45 PM »
The AI would need to be included in the balancing. I suppose it is primarily an AI issue at heart so perhaps changes should be focused on it as opposed to the players. My experience has been that I end up running into path factions that are seemingly unassailable. Even after I defeat an enormous fleet of their converted tankers and freighters I can't do any real damage to their station, although I haven't brought a full 30 cap ship fleet to assault it yet.

4
General Discussion / Re: Expedition Fleet Sizes: Capital Skew
« on: May 28, 2019, 03:52:33 PM »
There's no hard number for the variables, beyond what makes the game enjoyable. If fleets are out of control and you restrict the rate at which they can be created vs the rate which they are destroyed in combat then you can prevent "Deathball Fever" because creating a deathball would take an inordinate amount of time and losing ships in combat would have greater consequences. Increasing logistics for large ships would encourage the use of more, smaller ships in their place, preventing capital stacking. I would have to put more thought into balancing the two against each other as I'm just making up as I go right now.

5
General Discussion / Re: Expedition Fleet Sizes: Capital Skew
« on: May 28, 2019, 11:52:35 AM »
Why not use more realistic build times and higher support costs to restrict fleet sizes based on the output of your factions? A capital ship should take years to put together and the support costs are astronomical compared to a destroyer or even a cruiser. Projecting massive fleets of cap ships shouldn't really be possible due to the logistical cost involved in doing so. You could then tweak the economies of NPC players to ensure the game remains fun and challenging.

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