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

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Messages - entropy

Pages: [1] 2
1
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: December 06, 2013, 02:12:41 PM »
I have 12 gigs of ram. Can I set it to 12336 instead? Also my vmparams did not have a 512/1024 at all, it just had 2 areas like this: "-Xms512m" so I changed the second one to 8224 like: "-Xms8224m" for 8 gigs. Is this correct? Thank you!

There's an -xms and -xmx value, the former is the amount of memory reserved at game start the latter the maximum amount of memory that can be used. You can set it to whatever you want so long as you keep in mind the effect it will have on your system. You probably don't want to make all the memory available since the OS and background programs require RAM as well and you honestly don't need anywhere near 12 gigs for this.

Pro-Tip: The last letter denotes the unit of memory so you can just set it to -xmx8g instead of -xmx8224m

Ah thank you for the reply. That certainly clears things up. I will keep it at 8g.

2
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 06, 2013, 01:59:11 PM »
I don't know if the Hiigaran's freighter is big enough. Or if it is, if it has been flagged as a super freighter.  With an atlas and Valkyrie (the vanilla ones) you simply hover over the station and periodically it tells you you've lost some marines. An easy way to center yourself is to click the station, and select leave. Then immediately click on it again. There is a slight delay before you can interact with things ad whilst it's happening your fleet will center it's self over the station.

Remember you risk losing one or both of the ships if you run out of marines (usually both in my experience), so you should head back to a friendly base and buy more marines if you get low.

Alright thank you for the explanation that helps! I picked up the vanilla ships and it works. I modified the Exerelin file to allow for bigger capital ships to spawn so I figured the new freighters would work, I guess not! Thanks again!

~entropy

3
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 05, 2013, 11:04:17 PM »
Quote
Station Takeover
Once you have your first station, your faction will automatically start taking over other available stations, or stations that your faction is at war with. You can still take over stations, but you will need (at minimum) a super-freighter (i.e atlas or equivalent) and a troop transport (i.e valkyrie or equivalent) in your fleet. Boarding is expensive; you will loose the super-freighter, and any extra supplies/marines/crew on a successful board. If your boarding fails (the defenders kill all the marines in your fleet) you can loose a number of ships.

Does it have to be specifically designated as a super freighter? Does the freighter have to be empty? I have tried with the Hiigarans with 2 of their biggest freighters and 2 troop transports maxed with marines. I never get an option to board a station. I have tried just hovering over the station but I always end up drifting off. Every time I come to an enemy station the only option is to leave. Any additional help would be appreciated. Thank you!

4
Mods / Re: [0.6.1a] Project Batavia (WIP) V1
« on: December 03, 2013, 03:57:51 PM »
Let me play these guys in Exerelin! This looks great!

5
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 03, 2013, 03:52:08 PM »
Hello!

I have not gotten a clear answer on this yet: Is it possible for me to take over a station besides the first station?

Thank you for the response!

6
Mods / Re: Hawken Fleet (0.6.1a) 0.2.2 and 0.2.2e Exerelin compatible
« on: December 02, 2013, 11:26:11 PM »
Hey long time fan of your mod! I am unable to select them in Exerelin however.

7
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: December 02, 2013, 02:53:37 PM »
Got a corrupted save... Hell, seems that mod is too large to be played without problems...

Anyone who gets the same problem and runs a Win 64x - here is a solution:

1. get a new version of java6 JRE from here (for your 64 platform): http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html
2. install it anywhere you wish
3. go to the folder to where you`ve installed jave
4. find there a folder named 'jre6', copy it
5. goto Starsector folder and completely remove its jre folder
6. paste jre6 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048

I have 12 gigs of ram. Can I set it to 12336 instead? Also my vmparams did not have a 512/1024 at all, it just had 2 areas like this: "-Xms512m" so I changed the second one to 8224 like: "-Xms8224m" for 8 gigs. Is this correct? Thank you!

8
Mods / Re: [0.6.1a] The Mayorate v0.2 - updated 24/11/13
« on: November 27, 2013, 11:35:06 PM »
This faction is great! Very fun for Exerelin! (All I play these days...) Keep the new ships coming, they are great!

9
Mods / Re: BattleFleet Gothic (Starsector 0.54.2)
« on: November 27, 2013, 11:25:15 PM »
This is awesome!

10
General Discussion / Re: Modified Saved games will not load
« on: November 17, 2013, 09:56:46 PM »
Hrrrrmmm... Well it looks like the mods just aren't active. I know you said you have them up, but would you double check?

If that doesn't work, it looks like you accidentally borked the save. You can use the backup file by removing your old campaign.xml, and removing the .bak from compaign.xml.bak. If that doesn't work then I don't know what to do.
I always make a copy of my save before editing - I've certainly screwed the thing up before. Good luck!

I did what you suggested and now I can load my modified saves! Thank you!!!  ;D

11
General Discussion / Modified Saved games will not load
« on: November 17, 2013, 08:15:08 PM »
A few days ago I was able to modify my saved games to give me as many Skill points, Attribute points, and credits so I could try a few optimized ships out. The game was loading fine. It was working in Exerelin and in the normal New Game mode. I would typically give myself 206 skill points and 103 attribute points and around 100,000,000 credits.

Now it is not letting me load my games any more. The mods are the same ones I have been using. Here are some of the errors:

Not sure how to post the full log...

Any help would be appreciated!!! Thank you!

104672 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
104673 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_3wave] not found in weapon_data.csv
104673 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [br_ciws] not found in weapon_data.csv
104679 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader.....

....

109782 [Thread-6] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [relics_faithoper] not found in ship_data.csv
109782 [Thread-6] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [relics_extinctioner] not found in ship_data.csv
109783 [Thread-6] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [relics_queen] not found in ship_data.csv...

....

136363 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [tpc]
136364 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [sensordish]
136364 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
136364 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_3wave] not found in weapon_data.csv

12
Foxer,

I have to say I love the mod! It is really fun for Exerelin so TY for the time you have put in. I like the art style, very stealthy looking.

If there is one thing I would like more of it's Capital ships! Otherwise great fun. Good job!

-entropy

13
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 15, 2013, 01:41:57 PM »
This mod is awesome! Is there anyway I can use these guys in exerelin? Thanks!

14
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: November 15, 2013, 11:32:08 AM »
I love this mod! I have tried a bunch of different factions but the only one where I can get them to take over multiple stations is Citadel. Is there anyway to make my other troops take over stations or do only specific factions spread out?

Also is it possible to play as the Patrician Navy in Exerelin?

Thanks for the response!

~entropy

15
General Discussion / Re: Starting ships
« on: January 23, 2013, 12:52:55 PM »
Hello all. Aside from going into dev mode and pressing K can anyone tell me how to modify the game so i start with a different/bigger ship? Thank you!

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