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Messages - matveich

Pages: 1 [2]
16
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.0 (Beta)
« on: June 18, 2017, 12:01:40 PM »
I seem to have encountered a bug that makes it crash on startup. I'm not to sure about this kind of stuff, but when I disabled the mod the game loaded fine. Here's the log;

Spoiler
35884 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ISTL/shaders/surface/weapons/istl_missilepodmidtech_turret_base_surface.png (using cast)
35885 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ISTL/shaders/surface/weapons/istl_torpedohitech_single_hardpoint_base_surface.png (using cast)
35886 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ISTL/shaders/surface/weapons/istl_torpedohitech_single_turret_base_surface.png (using cast)
35888 [Thread-4] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v2.2 for Starsector 0.8a
35888 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
35898 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [LEADING_PIP.ini]
35904 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/omnifactory/omnifac_settings.json]
36146 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONObject["wingAnalysisTimeMod"] not found.
org.json.JSONException: JSONObject["wingAnalysisTimeMod"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   at org.lazywizard.omnifac.OmniFacSettings.reloadSettings(OmniFacSettings.java:55)
   at org.lazywizard.omnifac.OmniFacModPlugin.onApplicationLoad(OmniFacModPlugin.java:115)
   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)
[close]

Also my mod list if it helps;
Spoiler
Audio Plus
Autosave
Blackrock Drive Yards
Common Radar
Console commands
Dassault-Mukoyan Engineering
Diable Avionics
DynaSector
GraphicsLib
LazyLib
Leading Pip
Lightshow (Ship and Weapons pack)
Neutrino Corp
Nexerelin
Omnifactory Rebooted
Ship and Weapon Pack
The Knights Templars
Unknown Skies
Version Checker
[close]

Nexerelin is using outdated factory config file and you have to manually replace it with new one. Copy omnifac_settings.json from omnifactory\data\config\omnifactory to Nexerelin\data\config\omnifactory

17
Bug Reports & Support (modded) / [0.8.1a RC8] Freeze on Save
« on: June 18, 2017, 01:19:44 AM »
There is already a number of topics reporting freezes/crashes on save of modded game. I have managed to produce a save, where this problem is reproducible. The save and mods can be found here: https://drive.google.com/file/d/0BzaLdTtFg_piVU9TQTdMLVVpeW8

To reproduce the issue:
1) Attack the Teresa Terror fleet.
2) Fleet battle size 500.  Deploy all combat ships, except Desdinova.
3) Destroy all enemy ships except the custom cruiser Gulf-class Fang.
4) Once the cruiser is the only ship left retreat.
5) Disengage and save the game. The game should freeze on saving backup file.

I am using -Xms8g -Xmx8g.

Also, unrelated question: why starsector.exe is not working(windows 10)? If I double click it, nothing happens and the only way to launch the game is via bat file.

18
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 17, 2016, 10:59:41 PM »
Can anyone explain to me how to earn money in Nexerelin?

Same as vanilla: bounties and trade.

Which actually is a problem as far as I'm concerned - Nexelerin provides player with stuff to do late game, but it's not financially rewarding. Early and mid game is exactly same bounty hunting as always(I'm not much of a trader, and that's the only real way to significantly profit from combat).

Having player salary increase with faction size and providing premium on conquering a planet(max if alone, less for invasion fleet support) would be nice. Maybe also refund (partially?) successful invasion fleets sponsored by player.
Anyway these are details, point is - there is not enough incentive for participating in faction warfare, especially early. You don't even need to defend your faction - I've never seen size 7 worlds conquered (unless I'm doing the conquering). And as long as HQ is safe (main shopping place), player doesn't particularly care for losing size 3 worlds.

Thank you for the reply. Indeed during start of the game the only reliable source of income is doing bounty missions. In fact special missions from prysm freeport provide substantial rewards as well as unique mod ships. However, during late game when I start capturing enemy markets I can not do bounty missions anymore as I am hostile to most factions. The only source of constant money is trading or mining. Stuffing 3-4 big neutrino freighters with volatiles yields up to 800k.

While it can be fun to watch factions wage wars on each other and conquer sector, late game in Nexelerin needs a lot of improvements:
  • Mining balance. Once you have a couple of freighters it is possible to generate money and experience almost out of thin air. Mining should be more dangerous and planets have a finite amount of resources, which slowly regenerate over time
  • Money rewards for helping your faction to capture markets.
  • Outpost and station building with tax management.

19
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 17, 2016, 08:54:05 AM »
Can anyone explain to me how to earn money in Nexerelin? I am playing with player's faction and enemy to almost all other factions, so it is not possible for me to do bounty missions. I have already finished all available missions from Prism freeport and got several mod ships and now I do not know where to find funding for my fleet. Should I try mining? Is it profitable?

Also I have noticed it is almost impossible to have positive reputation with any other faction, since your reputation will degrade if you are an enemy to one of their allies. So, it is impossible to have positive reputation with BRDY because of that as they are allied with pirates. Is it possible to turn off reputation degradation?


20
I would like to complain about boarding mechanics. It is not only very difficult to capture a ship, but the fact that you can only capture one per engagement is frustrating. Especially, when the game offers you a tanker or some crappy D-class frigate, when you have destroyed several capital ships and cruisers. Moreover, you can not obtain fighters trough boarding, so you have to rely on other factions. How am I supposed to be a pirate, if I have to buy stuff?

21
Mods / Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« on: March 16, 2015, 07:45:31 AM »
Hi,

Do I understand correctly, that special neutrino ships(for example unsung) do not spawn at their bases? Is there an easy way to include those ships to neutrino fleets and markets? I am using nexerelin mod, so there is no hidden base.

22
Mods / Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
« on: March 16, 2015, 06:32:35 AM »
Can anyone explain, how ship/weapons are added to the market? As has been stated before templars, do not get any medium/large weapons, although I have captured entire system(total 5 markets) for them. Neutrino corp does not stock any capitals. Is this related to them having only one market? Can I help them expand in any way, if I belong to another faction?
Also, are special ships(like neutrino unsung or rm -r *) supposed to be delivered to the stations?

23
Mods / Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
« on: March 15, 2015, 11:56:16 AM »
Indeed I do not get any reputation improvements. Only prisoners help gaining reputation.

24
Mods / Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
« on: March 15, 2015, 05:22:07 AM »
Hi, Histidine
Could you look into this problem: http://fractalsoftworks.com/forum/index.php?topic=9209.0 ?
It looks like some stations might contain too many goods for the game to handle.

I am using v0.3.0, so I am not sure if this is the problem of the new mod version.

25
I suppose I should post a link to this bug in Nexerelin topic, as it should be the one causing all problems.
Alex, could you give me a hint, where I can find contents of a station in my save file? I want to try fixing this issue by changing game file.

26
Hi,

I am using a number of mods, which cause game to freeze, loading item trade menu. I am not sure, if this is the right subforum to report such problems, however I can not locate mod that causes this bug and post to the mod corresponding topic. Mods used are
Blackrock Drive Yards
Common Radar
Exigency 0.7
Interstellar Imperium
LazyLib
Leading Pip
MusicLib
Neutrino corp
Nexerelin
Omnifactory
ShaderLib
shadow_ships
Starsector Plus
Templars
Version Checker

Save file is uploaded here https://drive.google.com/file/d/0B1FlHyuyTr2mTUtybG5FYkxSZ3c/view?usp=sharing
In game dock to Plasert_Trading_Post and try opening trade menu. I have allowed game to use more than 4gb of ram, so it should not be a memory issue. Log file also does not provide any useful information.

27
Suggestions / ships behavior options
« on: May 06, 2012, 07:51:31 AM »
Just a few simple requests.
I want to be able to order ships(specifically fighters) when to retreat/refit. Fighters aren't very durable and if n% of total wing hp is lost i want them to run for the nearest carrier.
Also, i really need no weapons group, group(say group 0) without  any weapons, so that other groups can fire automatically.


28
General Discussion / Re: Several questions about this awesome game
« on: June 11, 2011, 06:33:20 PM »
well,after purchasing and playing a little, i think, i should post some feedback

first of all, this game is really very,very good. It has potential, and even  now, when it`s far from final state,it is entertaining.

several drawbacks, however:
1)some weapon groups cannot always be switched to autofire
i was flying attack frigate with grav beam on auto, then switched to manual, then tried to enable autofire=fail.
2) more rts features like extended command control:orders to protect ship, to follow ships and so on. waypoints also will be nice.
3) ability to choose comm ship at the beginning, not to switch after deployment.
4)strafes. ships starts rotating and moving forward instead of moving just to it`s side.
5)i don`t know why but ships not always follow orders the way i want them to. insted of moving to some location(move order), they attack enemy, if they are in your battle group(same group your flagship is)  or under attack

there were some problems with resolution when starting separate X session for the game(wrong resolutions were available in the menu), but this was fixed in new version.
also,is it possible to choose different audio drivers(not only alsa) in sdl?(it looks like you are using it)

all in all,these are minor bugs,i just hope to play campaign soon. keep up the good work.

btw,alex, are you from russia?

29
General Discussion / Re: Several questions about this awesome game
« on: June 04, 2011, 02:00:25 AM »
Quote
To be determined. Trying some things out in this direction is planned, but I can't promise where it will go.
Well, there is good armor damage system already, which can detect what part of the ship is being attacked.
All in all,having destroyable subsystems would be really nice,it would add more tactitacal elements to the game. Like disabling forward guns of destroyer with fighters to prevent it damaging your cap ships..
Quote
Roughly Newtonian physics with some adjustments for gameplay purposes. Realism takes a back seat to good gameplay in my book, though it can certainly serve to enhance immersion. But, I mean, you're already firing autocannons from spaceships - the battle for realism is lost before it can even begin

In particular, unlimited speeds are very tricky to work with and sound like more fun than they actually are (believe me, I've tried it!). I think it could be made to work if the game was designed specifically around that as the core mechanic, but Starfarer is most definitely not.
Good step would be to allow player to customize some parameters like top speed, amount of friction,turn rate.
Excelent example of games, utilizing fully newtonian physics, is Homeplanet and I-war. They are both in 3d, so that`s not the case, just an example.

30
General Discussion / Several questions about this awesome game
« on: June 03, 2011, 03:40:10 PM »
First of all, i must say, this game is really great. But before buying it, i want to know something.

OS:
After purchasing the game,will i be able to get all builds(win,lin),or only one? How good is linux support?

Gameplay:
How gameplay of the finished game will look? Some kind of spaz,starscape(turn-based strategy+rts/arcade)? or smth completely different(apart from tactical strategy part)?

will there be subsystems? can i damage them during fight? will firing on specific parts of the ship cause to malfunction systems, situated there(like engines will be disabled if you shoot at them,turrets explode and so on)?

What kind of game physics will be in final game? Is there any chanse to have something realistic?(without speed limit) Ideal variant is to have several types of physics.
It`s a bit late,but it would be nice to have exhausts to be rendered not only from main engines, but also from manouver thrusters.

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