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Messages - Psilous

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16
Bug Reports & Support / Re: Fatal Null Error after extended playthrough
« on: December 01, 2015, 09:15:48 AM »
Alex got rid of a number of these instances in the patch which is coming out in the next few days.

you can read the changelog here : http://fractalsoftworks.com/forum/index.php?topic=10051.0

17
General Discussion / Re: Heavy Machinery - Everybody wants some!
« on: December 01, 2015, 09:10:28 AM »
Well, I find that heavy machinery, along with metal, is what you get from scrapped ships. If you fight, you will build up a stockpile. Aside from that, not really anything I can say.

Yea the economy is still out of wack. Some colonies should require large amounts of metal to make heavy machinery. It's an economy balance issue.

18
General Discussion / Re: .7 just isn't fun ...
« on: December 01, 2015, 09:09:14 AM »
Haven't seen a single mission pop up in Corvus.  Mind you, I will not do some fedex ***.  I hate that kind of stuff.
I'm operating at a loss from the start of the game unless there happens to be a general pirates bounty up.  I'm barely treading water until I get ganged up on.

I've tried everything to get away from fedexing stuff around at the beginning. I think it's the only way to really get a fleet off to a fighting chance in the least amount of time.

19
General Discussion / Re: .7 just isn't fun ...
« on: December 01, 2015, 06:03:57 AM »
But then there is the problem of finding appropriate ships in Corvus...  Every start I've had has had a bunch of ships I would never in a million years field.  Then there is the problem of kitting them out in weapons I want. 

Last .65 was slow as all get out but I could honestly pick and choose my targets.  I didn't have these problems.  The slow build up was fine.  .7 it's horrible and not fun.

I start with doing missions now. Usually there are at least one or two to bump you past 100k immediately.

I've been buying ships off the black Market from Ashura and any other independent that has something good. Figure I can keep my rep pretty even with them and not wreck my faction rep.

.7 was tough to get used to but I am now enjoying it more than ever and have managed to build a small fleet and keep a high income for better vessels when my rep is strong enough.

20
Bug Reports & Support / Re: Fatal Null is back...
« on: November 28, 2015, 07:51:07 AM »
I have a feeling this is what is happening on my OSX game. Need to find a way to get it to output a log for you though

21
General Discussion / Re: MAC OSX where is the log file?
« on: November 27, 2015, 08:04:18 AM »
okay found the file and tried to run with terminal. it opens it in text edit

22
General Discussion / Re: MAC OSX where is the log file?
« on: November 27, 2015, 06:36:25 AM »
And now I've got a crash with a Fatal:null. any other way to get you crash details?

23
General Discussion / Re: MAC OSX where is the log file?
« on: November 27, 2015, 06:17:38 AM »
oh that's wild. Im looking through a couple of my other dev games that I'm on and they all do both saves and debug.txt to a library/application support/insert title here

doubt that helps. I was just noticing how everything involved in the game stays much more localized than I'm used to. Usually I have to go hunting around for things.

24
General Discussion / MAC OSX where is the log file?
« on: November 26, 2015, 10:42:33 PM »
Having trouble locating the log file. Any other MAC OSX types know where it is in the file structure?

Thank you!

25
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 26, 2015, 09:11:16 PM »
and that ties into bounty hunts and such because they have a hard point that they are trying to stay around (the planet) and so they will maintain contact perfectly on the peripheral of your sensor range even if you go dark. It's just too perfect.

26
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 26, 2015, 09:09:03 PM »
no it's the following at a safe distance command that they are running too perfectly.

27
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 26, 2015, 09:00:37 PM »
You can see the extent of other fleet's sensor ranges when you're near the edge of the range - that's when you see those triple sensor lines. If you're on the outside, the other fleet can't see you. If you're on the inside, they can. Now, if you're well outside or well inside their sensor range, you don't see these lines, but with a bit of experience, given the context, you should always have a good feel for whether another fleet sees you or not.

Great job on the new version and yes this is my first post. I love the sensor lines but something I see with the AI is that they are able to follow those lines a little too perfectly. You have left no room for the error of the AI player. I believe that just like a human being there should be a random chance the screw up and actually break past the line and come within striking distance.

The AI is simply too good at staying just to one side of the sensor lines.

Thank you again and great work!

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