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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 - BHunterSEAL

Pages: [1] 2 3 ... 5
1
Mods / Re: [0.96.a] Realistic Combat 1.27.0
« on: July 07, 2023, 04:50:52 AM »
I've been playing Starsector since 2011. This changes everything.

You're a madlad.

2
General Discussion / Re: Why Alex doesn't want early access on Steam
« on: October 11, 2022, 04:49:11 PM »
It is interesting that you bring up some of the social constructs around gaming because this community feels a lot like a now-defunct group I used to frequent (RelicNews) which was a fan forum for Homeworld and Dawn of War in the early 2000s. Though this is an official forum, it's just a bunch of fans that like the game and want to see it succeed. I think this community is quite civil, healthy, and productive, all things considered. But there is a temptation to believe there is true community even though I haven't met any of you and can't begin to imagine what you're like in "real life." Don't get me wrong, there are some good blokes out there but, as exampled by Star Citizen, it is telling how much power fantasy and escapism can warp not just an individual's identity, but tens of thousands.

Relicnews... that brings me back. Easily most of my forum time in middle / high school. What blows my mind is that it was the official forums for Relic--can you imagine a publisher letting a third-party fansite host a game's official forums these days? And not without reason, the Internet is so much more toxic than it was 20 years ago...

3
you are not always supposed to be given the best hand

The issue is that there's no time pressure in Starsector. If you don't get offered what you want, you don't "make do", you just fly around the core in circles until you get the dice roll you want. The optimal way to play is tedious.

I can only name a few games--actually, Twilight Struggle is probably the only one, and it's a board + card game--where the "optimal" way to play is also enjoyable / balanced. You can spend an hour rerolling your starting colonists in Rimworld to get three Space Marines who cover every skill in the game with ** affinity, or put dozens of hours into enchanting + crafting to make equipment with infinite stats in Skyrim... but why would you?

4
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: August 29, 2021, 07:43:38 PM »
Pretty sure she's fine... just followed the Patreon link to a blog, she posted today...
https://madqueenscourt.blogspot.com

5
Mods / Re: [0.95a] Dynamic Tariffs 1.3
« on: May 22, 2021, 10:32:28 PM »
May want to include a primary "dynamic tariffs" folder to the zip file, before you get weird bug reports about it not showing up on the list.  Pretty much standard.  I missed it, thanks to normally just unpacking mods in bulk when a new update comes.

Came here to post this, anyone unpacking multiple archives to their Mods folder is going to wind up with your mod dumped in as lose files.

6
The balance seems a little off vs. vanilla... the mining pike in particular is just absolute murder against anything unlucky enough to have its shields down. The excellent range, ROF, damage, and projectile speed means anything Destroyer-sized or smaller (not to mention low-end Cruisers) dies within seconds, the damage output quickly overcoming the fragmentation penalty vs. armor. It's also available early and fairly common. Definitely something to either get a good nerf or could potentially get bumped to Large size and have an interesting niche as a capital-ship weapon designed to quickly dispatch enemy escorts.

7
Perfect timing on the update--had the same problem again just now, oddly enough also at Thule after dumping drugs. The station was under attack by multiple Persean fleets when I docked. A small Pirate detachment also spawned while I was around.

8
I'm running:

Code
{"enabledMods": [
  "$$$_lightshow",
  "lw_autosave",
  "CAS",
  "chatter",
  "timid_commissioned_hull_mods",
  "gunnyhegexpeditionary",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "MagicLib",
  "missingships",
  "$$rebalanced_pilums",
  "speedUp",
  "sun_starship_legends",
  "transfer_all_items",
  "incometweaks",
  "underworld",
  "US",
  "URW",
  "lw_version_checker",
  "audio_plus",
  "shaderLib"
]}

I've run all of these with no issue since the first public 0.95a RC, with the exception of Underworld (recently released for 0.95a, the mod index hasn't been updated yet).

Incometweaks is my own house mod for removing the stipend, enabling Spacer and adjustments to bounties / commissions, nothing more dramatic than edits to variables in Settings.json.

9
Welcome to my first-ever post in the Bug Report forum! I've had the game since 2011 or so (back when it was just single missions!) and this is the first time I recall experiencing a CTD that doesn't seem to have been mod-related. Here is what happened in the campaign prior to the error:

1) I evaded a small detachment of ships guarding the Pirate base in Thule (was never intercepted, no dialog).
2) I raided the Thulian Raider Base
3) Either just before or just after the raid, an Independent fleet engaged the Thulian Raider Base
4) I left the base and was pursued by a detachment of Pirate ships, which intercepted me. I disengaged via dialog
5) The pirate detachment joined the battle between the Independents and the Raider Base
6) I left the Thule system via jump-point and moved south-east for several days
7) The CTD then occurred, with the error message indicated in the log below (about the Raider Base trying to leave a battle different from its getBattle).

Here is the relevant log snip:
Code
2885014 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fleet com.fs.starfarer.campaign.fleet.CampaignFleet@275f5ed3Thulian Raider Base trying to leave a battle different from its getBattle()
java.lang.RuntimeException: Fleet com.fs.starfarer.campaign.fleet.CampaignFleet@275f5ed3Thulian Raider Base trying to leave a battle different from its getBattle()
at com.fs.starfarer.campaign.fleet.Battle.leave(Unknown Source)
at com.fs.starfarer.campaign.fleet.Battle.finish(Unknown Source)
at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source)
at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

It's worth noting that I'd saved between #4 and #5 above, and upon reloading, the game continued on without crashing.

10
Mods / Re: [0.95a] Commissioned Crews 1.999999
« on: April 15, 2021, 05:41:07 AM »
  • Some cool font colors.

Is the red text meant to indicate the commission mods aren't functioning? Or just differentiate from other hullmods? I added the latest update to an ongoing save, didn't see anything in the tooltip to indicate the mods aren't functioning but figured I'd ask since usually red=bad.

11
General Discussion / Re: Making money in the new version is too easy
« on: March 30, 2021, 11:27:51 AM »
Question along the lines of this thread—I’ve downloaded the new patch and a few mods but am busy with work so have limited time to dig through jsons and make edits. Plus I have a hankering to jump in and play. One thing that has bothered me about the recent releases is the massive monthly payments that ostensibly come from the tutorial quest, whether or not it’s skipped. Are these still in the game / do they affect all starts?

12
That would be the one. Thanks pals. I'm trying to suggest a starting path for a buddy getting into the game.

To me that feels kind of like suggesting that people start playing Mount & Blade by riding from tavern to tavern in order to win money playing board games, fleeing from Looters and steering clear of realm politics. While it's certainly a way to make low-risk money that's available from the start of the game... it kinda misses the point. Exploration is a cool mechanic but the logistics can be aggravating--partially alleviated by the Dram's fuel storage and low upkeep--and it's easy for even very experienced players to become hopelessly stranded or find they lack the resources necessary to carry out a mission they've travelled across the Sector for.

More importantly, it doesn't do much to enhance a new player's understanding of the core gameplay elements--combat, fleet customization, the economy, and ultimately large-scale warfare / development. My intro to the game was the single missions, mostly because (not beating my chest here) that's all there was when I bought it. The campaign has obviously evolved quite a bit in the past ~9 years, layering on lots of depth and complexity, but the best way to learn the fundamentals of fleet composition, logistics and ship design is to start the way we all did: collecting bounties and capturing ships, working up from a frigate or two. The campaign starts are massively easier than in older builds, between the ~30k/mo newbie 'crutch' and far more capable starting fleets, it's almost impossible to find yourself dead-ended to where there's no hope of advancing.

13
General Discussion / Re: (im)Mortal Officers
« on: February 12, 2020, 01:27:46 PM »
I really loved the crew experience mechanic and miss it dearly--it added immersion, it provided interesting but risky opportunities for making money as a 'training outfit,' and the veterancy buffs were well-implemented (if a bit strong). It can be hard to remember The Time Before Free Money, but going broke was a very real possibility with meaningful upkeep costs and no magic income from thin air--so veteran / elite crew were a kind of savings 'bank' you could cash-in (and replace with recruits) if you misjudged how much a refit or fleet addition would cost.
 

14
Thanks for your help, I had no idea it was case-sensitive! All working now.

Does anyone know what impactSoundVolumeMult does? I assume it scales sound effects for impacts (of ships, weapons?) with 1=100%, but I couldn't find this noted anywhere.

15
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 16, 2019, 07:27:32 AM »
I think I noticed this in the prior patch as well, but what's driving the price difference between the vanilla and (P) Cerberus variants? The Pirate-skinned version gets the standard 'heavily modified and poorly maintained' flavor text but I see no difference in stats or hullmods. If I recall there's other unmodified (P) hulls which cost the same as their counterparts. 

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