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Messages - Mudanzas Valencia

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31
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 20, 2015, 07:07:06 AM »
the problem with civilvian grade ships weak/vulnerable sensors is that civilian grade ships suck and further suckifying them is already tipping the scale against avoiding them outright.

in particular, one of the key times to use civilian grade ships (when you need your first transport cargo but can't afford anything good so you buy a mudskipper) is apparently when this penalty is the most egregious (i think) and also the time when you're most vulnerable to gettign wiped by by gank faste attack pirates so all of that's real  bad.

In general i oppose anything that nerfs your stealth and sensor strength since there's already so many dangers and penalties in regards to these systems in terms of emergency burning/beaconing/environmental effects on and on and on that just adding more on top of it is griefing and pretty gratitutous griefing at that (sensor dynamic penalties are pretty estoric and unfun). same goes for augmented engines, uh those things already cost a crap ton of ordanance points and now your blinding the ships in addition? Wow... Also augmented engines weaken your sensors but jury rigged unstable injectors (the initial mod) don't? makes no sense

If you MUST add difficultly through stealth/senor penalties, do the following: add a penalty based on the fleet point RATIO of military to civilian. For example, if you have one frigate and one civilian, there's is little to no penalty to your sensors. If you have one frigate and ten mudskippers, the penalty is maxed out. Basically, military ships have the ability to mask and augment the sensor profiles of civilian ships through their algorithims w/e. This penalizes people that are flying low cost high profit fleets of buffalos or w/e which is what you expect and rewards those who have proper escorts.  This also opens a roll for EWARS ships specifically designed to mask and augment a large number of civilian ships.

32
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 20, 2015, 06:44:57 AM »
Maybe instead of making them hostile, commissions could just make enemies inhospitable if you haven't actively antaged them. Maybe you could add some exceptions (joining eos makes templars vengeful) but in general it's just inhospitable.

Seriously I think the commission system was designed with only four major factions in mind, do you want to fight for the tachyons, the hegemony, the pirates or independents. When you've got 15 factions with a web of relations the antaging can get...ridiculous. Moroever, becasue factions don't just control fleet types and markets but also whole quadrants then comissions can be...limiting, especially near the beginning. This isn't really a balancing issue so much as a fun issue, I like being able to cruise around the expanded galaxy and read all the cool descriptions and buy neat things, if half the galaxy hates you that's lame. Of course eventually you do want to antag everyone and destroy the galaxy as an endgame, but it would be beter to do that piecewise than all at once.

Granted you can just avoid comissions (which I have been doing) but perhaps this problem is just related to the fact that it's really hard to make money through fighting alone right now between crew and supply costs, bounty difficulties/competition with AI, and with commissions makign the game into a gauntlet it's just logisitcally frustrating. maybe that will change with the next build.     

33
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 19, 2015, 07:24:10 AM »
Mod have you considered eliminating the antagonistic hit for taking a faction commission? The reason I ask is, if you have all factions enabled, most factions have at least five enemies, some of which are VERY powerful. In effect, taking a commission is extremely dangerous, especially early on, particularly in regards to making the templars antag you, since they are enemies with everyone I think, so de facto taking a comission with anyone is declaring war on templars (BAD)

What I would prefer is, no antag from taking a comission, but obviously it blocks you from taking other comissions, and gives you an antag hit if you give up your comission with the giver. Moroever, the comission scales with loyalty in addition with ship size, so that it pays little for killing frigates at low loyalty, but high for killing capital ships at high loyalty. The comission system becomes, in effect, an incentive to take on powerful faction enemies and also rewards long term loyalty to a faction, but does not bring down the wrath AUTOMATICALLY of every enemy.

If that balance is too far skewed, maybe make it so commissions prevent you from using enemy bases, even while stealthed

34
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 16, 2015, 03:05:02 PM »
i die so hard with all mods installed lol, rename this mod eye of terror

35
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: December 15, 2015, 09:16:18 PM »
plz update the op with the correct link to the new version when you get a moment, also delete the link to the old version - HOUSEKEEPING -  Also, you may want to put "DOWNLOAD" in the first word of the first sentence of the OP in giant 200 point font, rather than buried in the middle behind a flag, just sayin'

36
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 15, 2015, 07:32:18 PM »
aaaaa, what a cool community

37
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 15, 2015, 07:03:46 PM »
if you're doing hotfixes, i don't suppose you can post a stop gap hull xcell to repair the CR weirdness  XD

38
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 15, 2015, 04:18:10 PM »
as of right now the game is basically "complete" to me with enough mods, particularly SS+ and omnifactory, so any new additions are just bonuses. I just ask for mod oriented optimization for 7.2

39
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 14, 2015, 07:44:07 PM »
the diptheron fighter wing recovery rate is 0.25%? way too low? forget a decimal?

if error, what is it supposed to be? so i can mod it myself and keep using them.

40
Modding / Re: Reducing Hyperspace Mod Lagging
« on: December 14, 2015, 10:45:59 AM »
Not much AI is going on in MWO...

Not much I at all, PUUUUG DROOOOP

41
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 14, 2015, 10:10:16 AM »
I'm glad you are adding faction cohesiviness in weaponry cause with all factions enabled the pirates have a real "kitchen sink" approach that makes it difficiult to tell what your getting into. Is it an easy battle or suicide - who knows?!?!

It's really hard to get a named bounty when you're just starting out - maybe make smaller bounties? 10000 gold with just a few enemy ships.

The hacking modules are extremely dangerous if you encourter them randomly or when you go after a bounty, especially when you're starting out. Might...might want to nerf hacking modules


42
Modding / Re: Reducing Hyperspace Mod Lagging
« on: December 14, 2015, 10:04:42 AM »
Well, with 10+ factions you are bound to have a LOT of fleets in hyper. I'd wager it's not the fault of any specific mod but just the sheer volume of calculations going on to manage that many. I mean you have at least 4 times more systems, thus worse performances.

I'm not surprised, there's a crap ton going on in hyperspace. It just kind of surprised me cauise my computer can play MWO which is, you know, 3D at high settings with little lag, so a 2D game lagging me is un expected

One thing that's a possible culprit here is fleet AI; looking at optimizing that a bit for the 0.7.2a release.

Thank you i enjoy your game a lot really, it's great. I would say think about optimizing for mods if possible yeah cause the mods are fun. Also for the record I have an NVidia i notice other people with nvidias are twigging out somewhat in other mod sections. Does this game automatically use nvidia graphics cards? IS that a setting I have to change - use Nvidia?

Can I ask specifically - is there any point to allocating more memory than 3-4 gigs, i have 8 eights gigs but don't actually want to burn out my memory haha, is there any appreciable benefit to adding more gigs of memory or am i in all likelihood bottlenecking CPU wise rather than memory wise, since combat and realspace are by in large running 60 fps at 4 gigs?

I am only somewhat knowledgeable of computers so sorry if that's dumb haha

43
Modding / Reducing Hyperspace Mod Lagging
« on: December 13, 2015, 01:08:30 PM »
Um hi, I posted earleir about reducing mod lagging in SS+ in general, which was moved to SS+ folder specifically, but in all likelihood the issue may something to do with modding in general, rather than any one mod (such as SS+). Um... so I'll ask here in the general modding subforum, sorry if it's the wrong subforum??

So basically I have SS+ and like 10-15 compatible mods running, I have disabled Shaderlib and allocated 3-4 gigs of ram (of 8 total) to SS with 3.2 gHz processor. Doing this generally eliminates all lag in realspace and combat (60 fps), but hyperspace is notably choppy and laggy (30-45 fps). Now it may be that there are just a hundred odd battles happening and my computer is seizing up, but is there any settings in the main game or in any of the mods that would reduce lag in hyperspace? Perhaps its possible to turn off background "wobble" or all of the hyperspace flares? I'm just throwing darts here, I actually have no idea how the game allocates resources and if its possible to tweak them, but like I said turning off shaderlib seemed to eliminate almost all lag in combat and realspace so I'm just wondering if there's other obvious "tweaks" for hyperspace.


44
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 13, 2015, 01:00:14 PM »
Are your performances better when using the same factions mods but not SS+? SS+ increase the number of fleets so there might be an impact on the campaign layer, more so in hyper than normal space, but it shouldn't change anything in combat.

Oh...well I originally posted in general for general requests to ask about reducing hyperspace lag while using mods...but for whatever reason mods moved it specifically to SS+ folder. Um...I don't know, I guess I'll star a thread in mod general discussion about reducing lag?

45
Set all the weapons on group 1/2/3/4 but not 5. That way, you can select the empty group 5 in battle and let the AI control the rest of the weapons.

This will do thanks. Would be nice to have five groups though.

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