Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - outdated

Pages: [1] 2 3 4
1
Discussions / Re: Anyone heard of/played "XO"?
« on: December 02, 2019, 12:24:30 PM »
Looks pretty cool, something of a Battlestar Galactica simulator.

2
JSONObject["id"]

Double check your mod_info.json file.

3
Can you stick a hullmod on a fighter and would ground support hullmod work, or does a fighter effectively not exist before it's carrier is deployed?

4
General Discussion / Re: Colony Questions
« on: September 20, 2019, 02:13:58 AM »
With the rec drugs, I put 150 odd in the stockpile, but the icon for the colony shows that the need is being met from imports/smuggled.
There's a toggle option you need to turn on to allow colony to take resources from stockpile.

5
Suggestions / Re: Please allow the Dutch to buy your game.
« on: September 08, 2019, 11:04:42 AM »
Wouldn't it be great if one could buy the game on GOG or Steam? Which would also allow for regional pricing, because you know, most of Earth's population doesn't live in first world countries.

6
Which wouldn't happen if your fleet composition was actually reasonable to fight drones. They aren't fast or strong. Literally any carrier or frigate can kill them easily, as well as faster DEs. Hell, a properly used Dominator or Onslaught could probably catch it with burn drive.

It was a starting fleet with one extra wolf. Two wolves were chasing that single drone for 20 minutes before it stuck in the corner of the map.

7
I once had to chase a single derelict drone around the battle map for 20 minutes. That was not pleasant.

8
Modding / Re: How do I make new structures produce commodities?
« on: August 12, 2019, 06:38:43 AM »
I forgot to say but I also have a problem with using commas in the industries file, I do not know how many I have to use between words/numbers, and the amount needed seems to vary, and if I don't put in the exact amount needed the game just crashes while loading. So I have to change the amount of commas randomly hoping that I'll find the proper combination so that the game won't crash.

CSV stands for comma-separated values. It's a table, essentially, so every line has to have the same number of columns.

9
Suggestions / Re: need to make a working tutorial!
« on: August 11, 2019, 07:25:07 AM »
Hmm. Yeah, that's... well, on the one hand it's creative and awesome and makes a lot of in-fiction sense.

On the other hand, doing this does break other parts of the game, since getting out and about while the tutorial is still considered to be ongoing makes a lot of things not happen. Made a note to fix this, should be fairly easy by just making TJ not work while the tutorial is ongoing. Thank you!

I'd rather see leaving Galatia trigger tutorial end.

10
General Discussion / Re: Missions Proximity
« on: August 11, 2019, 04:37:14 AM »
I'm not talking about profitable missions, I'm talking about any missions at all. I'm used to games like Freelancer where the core game loop is set up early and set up well, even though those missions are low reward and low risk. There are no low risk missions, there are no missions at all. For a new player, it's a bit too much of a sandbox.

There's a bunch of exploration missions, those are all really easy, all you need is enough supplies to get to the objective and back. Then there are supply contracts, those are easy as well, but require some investment into a freighter and acquiring supplies. Then there are cargo haul missions, you can pick them up when visiting a bar, they are like supply contracts but you don't need to buy supplies yourself.

11
General Discussion / Re: AI use of missiles?
« on: August 11, 2019, 12:31:15 AM »
There's one especially wonky thing. If you outfit conquest with forward facing torpedos, AI will always miss them, because there seems to be a momentary delay between AI firing and torpedo actually being shot, that AI isn't aware of, so it begins turning broadside before torpedo is away so said torpedo always flies past the target.

12
Bug Reports & Support / Re: Constant crashing, leading to... bluescreen?
« on: August 06, 2019, 02:12:49 PM »
Quote
At any rate, I'm honestly baffled that a java script game was able to make my PC hard crash all on its own.
Java and JavaScript are two totally different things.

13
General Discussion / Re: I don't understand how incomes work at all
« on: August 06, 2019, 02:10:58 PM »
Industries need resources, planets have different resources. Some have no minerals, some are extremely extremely rich.

Each richness tier above normal adds +1 to industry output, each richness below normal decreases output by one.

14
Bug Reports & Support / Re: OpenGL - Invalid enum 1280
« on: August 04, 2019, 08:34:41 AM »
It's not that old. I'd try cleanly uninstalling GPU drivers and then installing the latest ones available.

15
Okay java -version was completely irrelevant, but the issue here is that you have 32bit kernel and the game comes with 64bit JVM. You can try to edit starsector.sh to run the game on system-wide JVM.

Or reinstall the system, because there's no reason to run 32bit system in 2019.

Pages: [1] 2 3 4