Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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 - DinoZavarski

Pages: 1 [2] 3 4 ... 6
16
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 4 (released 2017-06-21)
« on: July 02, 2017, 09:29:56 AM »
Also, just to make sure: you're using a Mac, right? If not, then I'm trying to fix the wrong thing.

No, Linux.

Sorry, should have guessed it is OS related and told this earlier, given no one mentioned similar problem since the release.

Tell me if i can do something to help in debugging. Just be aware that my java skill is somewhere around the power copypaster level (script kitbashing based on logical guessing).


17
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 4 (released 2017-06-21)
« on: July 02, 2017, 07:24:35 AM »
Edit: could you try replacing the mod's jar with this one and see if that fixes it? Unfortunately this bug is hardware dependent so I can't test the fix myself.

Replaced it, unfortunately same error.

18
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 4 (released 2017-06-21)
« on: July 02, 2017, 06:14:02 AM »
I have game crash with this error on attempt to open console with WIP 4:

Code
656217 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Number of remaining buffer elements is 3932160, must be at least 5242880. Because at most 5242880 elements can be returned, a buffer with at least 5242880 elements is required, regardless of actual returned element count
java.lang.IllegalArgumentException: Number of remaining buffer elements is 3932160, must be at least 5242880. Because at most 5242880 elements can be returned, a buffer with at least 5242880 elements is required, regardless of actual returned element count
at org.lwjgl.BufferChecks.throwBufferSizeException(BufferChecks.java:162)
at org.lwjgl.BufferChecks.checkBufferSize(BufferChecks.java:189)
at org.lwjgl.BufferChecks.checkBuffer(BufferChecks.java:230)
at org.lwjgl.opengl.GL11.glReadPixels(GL11.java:2450)
at org.lazywizard.console.ConsoleOverlayInternal.show(Overlay.kt:55)
at org.lazywizard.console.ConsoleOverlay.show(Overlay.kt:33)
at org.lazywizard.console.ConsoleCampaignListener.advance(ConsoleCampaignListener.java:62)
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

WIP 3 works.

19
Found game-breaking typo in last version:

in data/weapons/maser.wpn al ocurences (4) of "/irmaser/" have to be replaced with "/irMaser/"

20
Mods / Re: [0.8.1a] Red (V 0.5.2) Mod
« on: June 25, 2017, 10:22:10 AM »
Found game-breaking typo in last version:

In data/world/factions/factions.csv "Oculus.faction" must be "oculus.faction"


21
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: June 21, 2017, 02:28:33 AM »
Hi

When playing with this mod i was constantly getting messages in the log that there is no "emp" line in ""behavior":"MIRV" section of "data/weapons/proj/achilles_stage1.proj".

According to weapon_data.csv Achiles EMP damage is supposed to be equal to it's normal damage, so i added ' "emp":350, ' (equal to the "damage": value). Is this what it was supposed to be?

22
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.3
« on: June 21, 2017, 02:27:34 AM »
Hello

Can't quite figure how to use the Autofactory. When i enter item or ship trading dialogs everything is tinted in red and there is orange text in the pop-up "Requires ... AI Core/s". As for the AI cores that i carry in sufficient numbers they just show "Unable to replicate".

I play with Nexerlin.

The only suspicious message in logs was about a missing "emp" line in Blackrock Drive Yards mod "data/weapons/proj/achilles_stage1.proj" file, but i fixed it and still can't sell anything to the Autofactory.

What am i missing?

23
Two file name case typos in last release:

data/weapons/Noir_ARS4.wpn :  "ARS4_turret_base.png" must be "ARS4_Turret_base.png" (2 occurrences)
data/hullmods/hull_mods.csv :  "Artefact_shield.png" must be "Artefact_Shield.png"

24
Found two sets of typos in last release:

- in data/config/hull_styles.json all occurrences of "/cover/" have to be replaced with "/Cover/"
- in data/lights/Coalition_texture_data.csv all occurrences of "\" have to be replaced with "/"

The second set of typos is wrong directory separator, so enabling your mod most likely breaks the game not only on Linux, but also on MacOS.

25
Some file name case typos (prevent game from starting on Linux):

- In data/weapons/Noir_AJM1.wpn and data/weapons/Noir_AJS1.wpn "AJM1_turret_base.png" has to become "AJM1_Turret_base.png"
- In data/weapons/Noir_ARS4.wpn "ARS4_turret_base.png" has to become "ARS4_Turret_base.png" (has to be done twice for this file)

Also i was unable to boot the game because of JSON errors parsing "role desc" field in the wing_data.csv files of both mods. To fix this and launch the game i had to add "role desc" field to Noir/Artefact faction wing_data.csv and to replace the "number" field values in both csv files with globally unique ones (actually added "loot_" or "noir_" prefixes to all "number" strings in all .csv files of both mods just in case).

26
Mods / Re: [0.8a] Green Knight Security (v0.7)
« on: May 12, 2017, 08:39:30 AM »
Two file name case typos in .ship files last release: Vir image is "vir.png" and Dual Kiro's one is "dualKiro.png"

27
General Discussion / Re: Independent suddenly go hostile?
« on: May 08, 2017, 01:12:28 PM »
I'm not saying you should be able to attack everyone without repercussions but with the new additions in 0.8, in my opinion we should have a discussion about faction interaction and transponder mechanics in conjunction with the new systems.   

I would like to see transponder codes as in-game commodity - something you can buy and sell on the black market, get as loot in battle or even forge with a skill. Also an ability to use such fake codes with chance to fail that increases with your level and number of ships. Even higher chance to be caught if you allow to be scanned, attempt to land on developed planet or visit faction that knows you well (high negative/positive rep.).

BTW: What about faction IFF transponder hull mods that you have to add on your military grade ships when you get commission (no entry in the space of factions like Hegemony with military grade ships that have no friendly faction IFF).

28
Mods / Re: [0.8a] Green Knight Security (v0.6)
« on: May 08, 2017, 05:02:11 AM »
Hym, maybe you can make something different, maybe something like this:

"Marksman training" "Extensively trained since childhood in situational awareness and intuitive shooting, Green Knight fire control officers are adepts at finding the right target and hitting it even against the odds. On direct neurointerface control their score against moving targets is significantly above average an in numerous occasions they managed to score hits at ranges that exceed official weapon specifications. Unfortunately they are unable to use any targeting aids, as this actually results in decreased performane".

Target leading improvement, small range improvement (~5% maybe), maybe lower ROF with lowered recoil to simulate gunners doing short pauses to decrease recoil. Not compatible with targeting upgrades and point defense AI.

29
General Discussion / Re: What Kind of Ship do you Pilot?
« on: May 08, 2017, 04:07:57 AM »
With a 40 level cap in .8 i reached it twice now with the only non-frigate ships actually used being some Scintilas and Flugents (had enough destroyers and cruisers, just no motivation to use them). Playing without mods maybe i would have used some more larger ships, not because they are actually needed at this level, but because there are no suitable frigate/loadout combinations to cover some gaps. With mods however you have frigate for every role (including escort carrier). Your officer development covers pretty nice for enemy development and you can run from anything to powerfull (BTW: I was able to beat without loses fleet with 3 Brilliants, 4 Flugents, 2 Scintillas and some frigates with 10 officer piloted frigates and cargo fleet reinforcements when some of them had to retreat).

I think this level cap is just to low. It's easy to reach and only suitable because current lack of mods and save transfer utility force you to restart often. I always preferred quick start and loved some fleet action, but hate to lose ships. With extensively modded 0.7.2/Nexerlin the game constantly forced me to take risks, but development really payed off. With the so well balanced 0.8 there are no risks and surprises, especially given the early game ability to run from any sector without having to find jump point and the AI cores that allow you to befriend any faction instantly. Actually the thing that managed to make my third playtrough really challenging was not intended game feature, but a bug that lowered by 150 points my reputation with independents

It is still possible to make one use large ships in .8 even with the level cap. Make far exploration unavoidable, change rules to prevent one from keeping most core factions non-aggressive. Make the more authoritative amongst them disallow military grade ships and various hull mods and weapons in fleets without own/ally issued commission. Add certifications/permits for various activities like salvaging and trading in factions like Hegemony (maybe even ad licensed legal and non-licensed contraband goods). Aside for being quite immersive such changes will make one hide in the shadows of the law in the start, then form own power against it...

Of cause when enough mods are ported to break completely balance in game fun will be back and one won't be able to rely solely on frigates.

30
General Discussion / Re: The end goal
« on: May 07, 2017, 04:46:40 AM »
The only real goals available in the game at present are character advancement and fleet potency, and the level cap and capital ship acquisition signal the end game in those regards for me.

Unfortunately it is so for now, although things may change if some aspects of X2/3 universe style gameplay are implemented one day. Also i think factions and inter-faction relations have potential to add a lot of extra playability with not so much efforts if used properly. Just some state system aspects like licensing, trade and import/export regulations, technology research/production/salvage bans, etc, and and make it affect player's own development.

Of cause XP-based progressive growth within a fixed still set remains problem for continuous playability of any RPG's, while hard limits on development (like level cap) can really ruin re-playability. Fun thing with SS is that the variety of mods with imperfect i different ways balance actually come quite handy prolonging character playtime. Otherwise the only known (to me at least) "cure" for this is Cataclysm:DDA style skill development (learn/improve by use, degrade when not used, forget if learned to much since, but restore much faster what you already learned once...). Would have loved to see something similar, but don't think it will happen in SS.

Pages: 1 [2] 3 4 ... 6