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Messages - helmacon

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Lore, Fan Media & Fiction / The Saga of Strike, a StarSector Playthrough.
« on: February 22, 2023, 04:17:05 AM »
The Saga of Strike, a StarSector Story

In this thread is recorded the recovered journal entries of the starship captain known as "Strike" from the early post-collapse era. The decoding and translation of these entries is thanks to the hard work of the students and staff here at the Galation Institute for Stellar Archeology. Please be patient, as this work takes time. You can rest assured we will release new entries to the public as we finish with them.

Entry One: A new Command

Log Entry
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Strike
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State of the Fleet
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OOC
Hi, welcome to my the show. The story will mostly be told using screenshots of the log, maybe a clip or two for battles. The archeology nerds are there to provide context in the thread when it would be out of character for Strike to do so in a log.

I'm playing on a pile of mods, and if there's interest I might release the list, but I think it makes for a more fun story what you don't know what all is possible to happen next. Suggest names for the ships if you like! "Pls Kiev" is not exactly an in setting appropriate name imo. Thanks for reading, and I hope I can keep you entertained!
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Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: November 15, 2021, 04:18:13 PM »
its only that discord attachment thats dead and i think its because the file that was in that link might have been updated because the original file link for the Unofficial Patch https://drive.google.com/uc?export=download&id=1EMhXdh4b24i5a8-yzceV4kenALGNcK79 still works.

This one works. Thank you so much

4
Mods / Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
« on: March 17, 2021, 04:13:12 PM »
Did you play on Laptop with 2 GPU, Integrated and Dedicated GPU (Example : Intel HD and Nvidia)? If yes, you probably have the same problem like me. If you run it on Windows using Dedicated GPU in my case NVIDIA, it crashes every time I try to save, you can change it to Integrated GPU (Intel HD) to make it able to save the game. I don't why it happens, but NVIDIA is being NVIDIA I guess.

I play on a desktop, but the crash issue did seem to resolve by allocating more memory in the vmparams,

Not sure what it was i was looking at in the log there.

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Mods / Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
« on: March 16, 2021, 01:44:02 PM »
Unsure what is causing this crash-on-save, but the log had the word "Vayra" in the line here, so i thought id drop it here in case its something for you to look at.

Sorry if its the wrong place!

Code
5104 [Thread-4] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [lights_hound]
5104 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
5107 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
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)

6
Suggestions / Re: Pirate bases should be easier to find.
« on: August 29, 2019, 10:32:22 PM »
I think if you fight an kill a pirate fleet in a system, you should be able to get the exact location of any bases in the system. (Either from interrogating survivors or just from the flight logs in the destroyed ships black box, depending on how you want to justify it in terms of RP.)

I think this would be a good compromise. It gives you another option, but it's not just giving you something either. Plus it feels like something that could realistically happen.

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Modding / Re: Adding a condition to core world markets
« on: August 28, 2019, 08:35:29 PM »
For the programmatic adding of conditions, I suspect the issue is you need to get the condition afterward (market.getCondition(id)) and call condition.setSurveyed(true).

Ohhhh if it weren't for you I wouldn't be able to figure that. So HOT doesn't need survey but new ones do, which caused the difference. Thank you so much ;D

Not really related to the thread, but this actually helped me with a thing I was doing to, so thanks. lol.

8
Modding / Re: [0.9.1a] Player Faction Flag Pack v1.0
« on: August 28, 2019, 08:28:56 PM »
I was on the edge of doing this myself tbh. The game reaaally needed this. Thank god for colors in these.

Also, does this change the player faction color in correspondence with the primarily flag color? That would be neat.

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Modding / Re: Would there be interest in mid-game mod?
« on: August 28, 2019, 08:27:07 PM »
Iv'e been thinking about this. Ideally, you want some way to force the player into conflict, but have that conflict provide opportunity at the same time. As it stands, the way the core game does this is mainly with commissions. Taking a commission from a faction effects your relations with all other factions, thus forcing the player into conflict with their factions enemies. This falls short though, because instead of providing opportunities it mostly just provides capital, and that quickly spirals to ungodly amounts of money.

I think a good way to balance the mid-game would be to change the way commissions work. Instead of just providing fat stacks every month for taking relations hits with the other factions, it should provide unique missions that offer higher rewards than other missions. This makes a little more sense too. If you work for someone, they are going to want you to do things for them. These missions could be things like "acquire specific rare salvage" to "eliminate specific target fleet in other faction" (the same way bounties spawn). You could have missions to smuggle types of illegal cargo out of an enemy port, missions to protect a trade convoy, basically anything you can think up.

Additionally, change the spawn frequencies for some types of rare salvage and provide alternative ways to acquire them to prevent the explosive power spikes the game gives you. I've pulled half a dozen synch cores in my last game over a few expeditions, and thats an insane amount of money for the size of my fleet at the time. Reduce that, and balance it by putting them in restricted military markets for sale (so you can still acquire them for your colonies when you need them) that requires max rep and a lot of capital.

Add more types of missions in general! Right now, we have, examine ship/probe, survey planet, and bounties (plus deliveries from the bars). Basically 4 types of missions. Thats almost nothing! The sky is the limit! add whatever you can think up.

(Also, let me hand in planet surveys the way you turn in AI cores. I just think that would be neat.)

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Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 28, 2019, 09:47:23 AM »
Quote
Would be easier to put into the game id imagine, since the very above would require it to be put in similar to the system that AI core hand ins work under.

this seems like a really cool idea. And while you can't associate surveys with specific worlds, you could make handing in surveys decrease the colonisation timer for the faction, so handing in a lot of surveys gets a faction colonizing faster.

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Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 26, 2019, 09:08:55 PM »
With the ver 9 update to SS, I think making refining and fuel production industries should get a buff because mining atm is severely not worth it.

How much any industry is worth is entirely dependent on what other markets and industries are active in the game. If you do a random core worlds sector this can be wildly variable. For example, in my current game, there are only 2 markets for fuel, but everybody needs it, so I make over 100K a month making fuel on a size 4 colony. Likewise, volatile are equally profitable and rarely exploited. On the other hand, everybody has heavy industry, so even with an orbital works and pristine nano-forage I can barely pull in 5-10k a month from that industry.

I do think random core worlds has a tendency to over saturate the mining markets, as seemingly everyone on planets with ore wants to mine them, and most planets have at least some ores.

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Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 25, 2019, 11:29:05 PM »
Experiencing a weird bug. See pic below.

Spoiler
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54+19 is 73. Not sure how it's coming up otherwise.

Honestly, this does not effect gameplay at all as far as I can tell, but it feels like it might be indicative of something more important breaking down behind the scenes. Just thought you should be aware of it.

13
General Discussion / Re: how trading actually works
« on: August 24, 2019, 08:27:22 PM »
As far as the whole "the game is about combat and all other factors should be there to facilitate that aspect of gameplay" argument;

The recent dev longs taking about the rework of the skill system specifically mention that specific skill choices should lead to different play styles. I think this contains the solution to all the problems y'all are arguing about. Combat, trading, exploration; it should all be only marginally profitable to begin with, and you choose which to spec into with your skills.
This avoids the problem of the optimization trap where players do something not because they enjoy it, but because its the best option to progress. It's only optimal if you choose to spec into it, and you can spec into whatever you enjoy most in the first place. I personally find combat tedious, but exploitation and market manipulation fun, and mainly use combat to stack the odds or disrupt trade. Why shouldn't that be a valid playstyle?

That being said, I would like to see trading as a whole made less profitable, with skills that increase that much more.

Snuggling should be more limited to small ships. Perhaps the chance of random patrol stops increases with the size of your fleet, separate from suspicion levels. This makes sense too. Of course you are going to be more aware of the massive trade convoy that a tiny freighter coming to dock. The bigger you are, the harder it is to slip through the cracks. Smuggling should be a hook for early game trading, with a higher profit margin and lower overall profit. I would also like to see missions specifically geared towards snuggling, like a request to sneak an AI core into a heavily guarded port, or working more directly to support the Lp, which could then lead to more direct effects making the player feel more connected to the world. (For example, lp cell action after the player smuggles for them.) that then creates a shortage as an industry is disrupted that the player can take advantage of and ect, you get a natural gameplay path for trading/smuggling.

As it is, trading/smuggling is a side note, which is a damn shame when there is an entire economic simulation running to support it. Give the player more ability to affect this simulation, and trading becomes more interesting and worthwhile.

At the end of the day, this is a sandbox game, so being able to do what you want, and being able to effect the world around you are crucial to its appeal, regardless of how you go about it.

14
The title pretty much says it all.

When entering a battle where an alpha core is commanding a friendly station, the alpha core commander will sometimes default to a lv 1 commander with a seemingly random portrait. Although I don't know this for sure, it certainly seems to be performing as a lv one commander as well. (much worse than one would expect from an alpha core)

When I initially encounter the fleet the icon is that of the AI, and after choosing to join the defenders the icon remains as such on the ship icons displayed to the right. However, as soon as I click to deploy, I can see the icon switch to a lv 1 commander portrait just before it brings me into the battle deployment screen.

I have also noticed at times that an AI commander will seem to be replaced mid fight as part of the station takes damage.

Saving and reloading will see the same problem consistently, but as to weather a particular engagement has this problem or not seems fairly random.

I dug through all the relevant logs and can't seem to find anything on this. Does anyone have any idea where this may be coming from?

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Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 17, 2019, 10:22:20 PM »
While I really enjoy this mod at times, it does end up more of an eternal war simulator than a 4x game.

Maybe limiting the number of factions a single faction can be at war with at once could be an idea? Not only would it cut down on the massive invasions spam and market destabilization that happens when you have mods adding a number of other factions, but it would actually give a purpose to using agents to affect relations between factions other than your own. Like, getting them to go to war with someone else, so they cant go to war with you. It would certainly make the player feel like a more active agent in the psudo politics of the sector.

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