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Messages - Creepin

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76
Thanks Wriath, I'll try to, though I definitely hope for a full integration :)

77
Hey there mendonca! I really loved your ships in Uomoz's Sector, and I miss them now that I switched to SS+. Any chance you might consider making your factions compatible with SS+ as well?

Frankly, I have no idea how hard it is or even if it should be done from your end or SS+ one, but I figured I'd ask anyway in case it turn out to be something within your control and not that difficult :)

78
From what Creepin is saying this still appears to be a bug, though. The camera should only follow the TL if the flagship is using it, not if "one of the ships" fires it, right?
My apology for the confusing description: I was talking about "any of my ship" before I pinpointed exact cause as TL which, coincidentally, was being installed to my flagship indeed, so apparently there's no bug at all, just an intended behaviour I wasn't ready for :)

79
Bug Reports & Support / Re: Camera stuck on enemy ships, need help! :)
« on: November 18, 2014, 10:27:25 AM »
Sorry for the fuzz, got this figured: camera centers on whatever is hit by Tachyon Lance one of my ships wields, and exactly when it fires. I don't know whether Tachyon Lance is from vanilla (I'm running SS+ with all approved mods), so I'm not sure this topic is actually belong to bugreports.

80
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 18, 2014, 10:15:47 AM »
OOZ662, thanks a lot! :)

81
Bug Reports & Support / [SOLVED] Camera stuck on enemy ships, need help! :)
« on: November 18, 2014, 10:14:48 AM »
Somehow my FoW during combat became automatically centered on enemy ships. I've studied this behaviour a bit, and I it seems like the logic behind is "center on the enemy last targeted by any of my ships", so you may imagine how comfortable it is to play under such camera behaviour :) I've checked key list to see if there's a fix to this condition, and found something called "switch view to target", which is supposed to be toggled by either "Z" or "Y". Unfortunately, none of this keys worked for me. To make it worse, at times I can't pick any of my ships on tactic map with "F" anymore, and at times I can, but only until any of my ships picks a target.

I've tried reloading save, relaunching game - doesn't help. I've started new game to see if this issue will persist - everything works fine, so somehow this condition is tied to my save game. Anything i could do to fix this issue?

82
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 18, 2014, 09:44:57 AM »
Cromodus, do you have save compression turned on? I think it has corrupted many people's save files. Sorry :(
I haven't really tweaked anything besides the RAM allocation. How do I change this
+1. I keep reading about switching save game compression on/off, but nobody mentions just how to do it, as if it's kind of common knowledge :)

83
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 17, 2014, 02:58:47 AM »
If this is an issue, it's intrinsic to SS+ and would happen no matter which mods you used.
From personal experience, I was able to run SS+ 2.0.3 with Shadowyards, Mayorate and Citadel with 2048 megs allocated in vparams. SS+ 2.0.5 with the same mods plus Templars refused to load a savegame (to a point of outright crashing my PC) until I upped memory allocation in vparams to 5 gigs.

If the memory issue is indeed mainly based within SS+ itself, then it means that rather minor gameplay changes between SS+ 2.0.3 and SS+ 2.0.5 (and 2.0.6) led to SS+ eating up x2,5 times more memory. I don't exactly feel that changes between 2.0.3 and 2.0.5 are "what makes Starsector+, well, Starsector+", it rather looks like 1% of what makes SS+ costs 250% of memory consumption increase.

I know you're by no means obliged to, but it would be really neat if you'll look at this issue from this point of view and, hopefully, curb down memory consumption of SS+ back to where it was at 2.0.3 or so.

84
Mods / Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« on: November 13, 2014, 05:27:45 AM »
RSF station sprites.
Two questions:
- will we see this beauties in campaign?
- will some of them have some shootas and boltas attached?

85
Mods / Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
« on: November 07, 2014, 11:17:42 PM »
Hey MShadowy, any chance you could upload v0.4.7b Dev Version somewhere? It's needed for SS+, but all I was able to find through the thread is either standard 0.4.7, which crashes because of Potnia, or latest 0.4.x dev, which you apparently uploaded to the same place where older dev versions were, overwriting these.

86
Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
« on: November 07, 2014, 12:49:25 PM »
Well, after an evening of careful digging and sifting through respective threads, and with a great link to LazyLib provided by synthetic (much appreciated!) I was able to assemble all the libs & mods in versions mentioned in the OP. Sorry for the ruckus, I'm finally off playing SS+ 1.10.1! :)

87
Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
« on: November 07, 2014, 06:47:51 AM »
Is there any convenient way to get mods needed for older (or even for current) version of Starsector+?

I've tried to play 1.10.1 (thankfully, I've kept vanilla 0.62 installed), but all Libs mentioned in the OP are only downloadable in versions higher than listed in OP, same with mods, not to mention few mods are only downloadable as versions for 0.65 at all. I tried it anyway just to make sure it won't work, and, well, it didn't. :) So, any advice on playing 1.10.1 or at least 1.11.1 now provided I haven't stashed libs and mods required to do so months ago, better than going to a dozen of different topics asking for mod authors to send me old versions of their mods? :)

88
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: November 03, 2014, 03:16:03 AM »
Hey all! I've just started playing vanilla 0.65 (great so far btw!), and saw a weirdest thing happening. I was after a pirate smuggler fleet (consisting of a single Hound, so not exactly a fleet per se), when it suddenly changed it's allegiance from "pirate" to "neutral", changing both title and fleet circle. This got me baffled: it was clearly pirate when i set course to intercept, but what will happen if I attack now anyway: will I drop my standing towards neutrals or pirates? Are NPC fleets ever allowed to do this at all? I have seen nothing on the matter in changelog, so any insight on the matter would be welcome :)

89
Mods / Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« on: October 30, 2014, 07:52:04 AM »
Quote
1. Independents.
Excellent idea on its own, even without the nudge from 0.65 logic: the more lesser factions there are, the better.

Quote
2. New player generation dialogue.
Fine IMO. However, instead of making all players to spawn tied to neutrals, what about letting them to chose if they want to or rather prefer to have some allegiance right from the start, if only for roleplay/immersion sake? Unless it's a lot of work of course.

Quote
3. Map size and density.
Another good idea: if you'll condense the same quantity of bases per faction into fewer systems, I believe it would be more funny overall.

90
Mods / Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« on: September 09, 2014, 03:03:11 PM »
Okim, thanks a lot! :)

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