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News: Starsector 0.65.1a is out!
 
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1  Starsector / Mods / Re: [0.65.1a] The Knights Templar v0.9.3d on: November 19, 2014, 11:20:00 AM
You're a very diligent and talented modder, and I appreciate your work.

I think this is my favorite mod, for both style and substance, and SS+ comes in at a close second.
2  Starsector / Mods / Re: [0.65.1a] The Knights Templar v0.9.3c on: November 19, 2014, 01:19:51 AM
I only started using this mod since it was updated for the latest starsector version. Since I began using it, I've been experiencing rampant save game corruption where after playing for so long, trying to load a save results in the load progress bar screeching to a halt, and the game locking up until I get an ingame notice of failure to load the save, as if the save contains too much info to process, or something.

This problem persists even in 0.9.3c, and even with all other mods disabled which aren't prerequisites for this one. My computer is a beast with way, way more than enough RAM, CPU, and GPU power, and I've even tried running a Large Address Aware program on Starsector's executable, to no avail.

Is anyone else having this problem, or am I somehow doing something wrong? The save corruption seems inevitable.

[EDIT]: Upon further testing, I think I may be mistaken and SS+ mod is the actual culprit.

[EDIT EDIT]: I hadn't read the SS+ mod thread's last few pages before posting this. Apparently there is some kind of problem between SS+ and this mod, and it's known?
3  Starsector / General Discussion / Re: What now? on: October 30, 2014, 02:46:16 PM
Just backup your vanilla save and go nuts with mods.

If you ever want to, you can just disable the mods and reload your vanilla save.

Starting over in a fresh new galaxy is fun! Try leveling up in a different way than you did before. Try hardcore trading if you did mostly combat before, or try a different kind of fleet, different character skills as you progress, etc.
4  Starsector / General Discussion / Re: Wolf + ITU + Aug Engines + Blaster can kill cruisers on: October 25, 2014, 07:53:24 PM
This little ship, with the loadout you see, can solo and destroy multiple capital ships at once, without ever firing its inbuilt weapons (or any weapons at all), and before it starts to lose CR.


I just got done taking on a paragon and onslaught together in the sim, with this.

It's pretty hilarious, and might even be possible without some of the more powerful level 10 character perks.

[EDIT] Here, have some videos of this beastly frigate soloing capital ships without taking damage and without firing a shot:
and
5  Starsector / General Discussion / When do market inventories, specifically ships for sale, change? on: October 24, 2014, 11:03:03 PM
And how can I most quickly and easily trigger the change so I can force the Tri-Tachyon outpost in Magec to show me the super rare high tech stuff like longbows, tridents, wasps, hyperions, afflictors, apogees, auroras, and astrals?

I also wouldn't mind knowing how to find the other ships I've never seen in stores after reaching level 40-something and so many hours of gameplay, like the mining pods, warthogs, valkyries, and ventures.

[EDIT] I guess nobody knows this? Does anyone at least know if the above mentioned ships and fighters are ever for sale in campaign mode?
6  Starsector / Suggestions / Re: AI friendlies lowering shields or venting when unnecessary, while in danger on: October 24, 2014, 07:38:30 PM
You know, this is *exactly* the sort of thing that'd be very helpful to see and something I could possibly act on - if there's a fight the AI loses/takes a lot of damage in where it really shouldn't. Even if it's something like a 50/50 chance to lose/take major damage, that'd be a good test case to look at and use to improve the AI.

If I can figure out how to make fraps record at lower file sizes, I'll just start recording my entire play sessions and cut out little clips of when it happens that severely, since I intend to keep playing this way.

Well, I just know you're under no obligation here, and you're spending your time to help me, and I really do appreciate that.

My pleasure.

Thanks for your time and responses!
7  Starsector / General Discussion / Re: I appreciate and enjoy the effort that went into ship/planet/weapon lore. on: October 24, 2014, 07:17:17 PM
I also found myself smiling at the description of the orbital lasers that "push back" the jungle and wildlife, leaving great expanses of ash for fertile crop growing. How delightfully utilitarian! Reminds me of a sci-fi novel I once read.
8  Starsector / Suggestions / Re: AI friendlies lowering shields or venting when unnecessary, while in danger on: October 24, 2014, 07:09:17 PM
The first video's example was the only one where the autopiloted ship had significant (soft) flux before dropping shields. The first and second videos' examples were the only ones where the enemies were far off enough for it to seem excusable or a fluke. The third video's examples are the closest to what I've been seeing more consistently during a lot of gameplay and a lot of testing loadouts in the refit sim with autopilot.

I've seen this kind of thing happen with faster, more maneuverable ships like the medusa, too. I've been seeing it happen with much more serious consequences than the videos show, if that matters. Posting about this at all was prompted by my encountering it for about the hundredth time and getting blasted down to a quarter hull in a fight my ship shouldn't have taken any damage at all from (just a bunch of frigates and a weak destroyer).

I'd be very surprised if I was the first person to notice this, though I guess not a lot of people run around in a single ship set to autopilot. I don't remember this kind of thing being a problem in the versions I played before combat readiness was implemented, though I might just not have noticed.

Also, it boggles my mind that you consider it out of the ordinary for someone who mentions a possible bug or issue to provide some kind of evidence and clearer examples of what they're talking about. What if the people who play your game are mistaken, or stupid? You'd have wasted your time on a wild goose chase with something that wasn't even a real issue!

Anyway, even if what i've been seeing has affected my own gameplay to a mildly frustrating degree, it really isn't an issue if the vast majority of people don't play the way I do, I guess.
9  Starsector / Suggestions / Re: Is storage to market overpowered? on: October 24, 2014, 06:10:31 PM
Doubt stealing ships would be viable though.

I also like the idea of returning to your storage on a world/outpost that's been unstable lately to find that the Onslaught you stored has had its armor and weapons stripped. More, logical incentives to care about stability would be welcome.

On topic - I would also like to see high chances of your storage being raided on a planet that is in crisis for commodities that you have stored there, especially.
10  Starsector / Suggestions / Re: AI friendlies lowering shields or venting when unnecessary, while in danger on: October 24, 2014, 05:59:42 PM
Sorry for the wait, I had to learn how to compress videos after all, AND learn how to upload videos to youtube. I meant to learn this stuff eventually anyway, so it's no big deal.

Character progression info:

Paragon loadout:
(it has accelerated shields in the first video)

3 videos, with skip-to-the-example-mark links in each's description








These are just my first three attempts at recording, which just happened to have some minor examples of the phenomena. I've seen much more egregious examples, where the shields drop with enemies much closer and bullets/lasers/missiles still flying everywhere, yet flux is still fine or is already rapidly improving on its own. Hope this helps.

(make sure to hit 'more' under the description for the third video, as there are more links listed for shield failures and the results)

[EDIT] Just ran into it again while not recording. Autopilot dropped shield while within 600su distance (tactical laser range) of 3 enemy ships after destroying one of their friends. Maybe it thinks it's safe to lower shields or vent when a dead ship is nearby to hide behind?

[DOUBLE EDIT] Huh? This got moved from bugs to suggestions? How is the AI dropping shields or venting when it's at little or no flux and well within combat range of enemies not a bug? That can't be intentional.
11  Starsector / Suggestions / Re: AI friendlies lowering shields or venting when unnecessary, while in danger on: October 24, 2014, 03:23:35 PM
Let me just figure out how to compress these to sane file sizes and I'll upload you some varied examples of what I'm seeing. Is mediafire okay?
12  Starsector / Suggestions / Re: AI friendlies lowering shields or venting when unnecessary, while in danger on: October 24, 2014, 02:46:26 PM
Narrowing it down, the only ships I've noticed this issue with in recent memory were omni-shield ships that have the front-shield mod equipped, specifically the paragon and the monitor. I think i've seen it with the medusa too.

If you don't want to waste your time, I could see about producing a video showing the issue in action.

[EDIT] Also I don't think i've ever seen it while fighting enemies with beam weapons other than once against another paragon who nailed me with tachyons when autopilot decided to drop shields while at 25% or so flux.
13  Starsector / Suggestions / Re: AI friendlies lowering shields or venting when unnecessary, while in danger on: October 24, 2014, 02:34:12 PM
Just from my experiences so far, if I had to pinpoint at least one very specific cause of the AI goofily dropping its shields while under fire or in danger without needing to (flux is fine or well on its way to being fine), I'd have to say it's when it overload's an enemy, or gets an enemy close enough to overloading that the enemy drops its own shields.

It seems to do this consistently one-on-one, which makes sense, because the overloaded or nearly overloaded enemy doesn't have the flux to fire back, and is vulnerable, but I'm thinking it follows this behavior often even when in one-on-twelve battles.
14  Starsector / Suggestions / Re: AI friendlies lowering shields or venting when unnecessary, while in danger on: October 24, 2014, 02:19:52 PM
Just in general: if you're seeing something odd, it probably has to do with the specific circumstances (ship loadout, opponents, etc), so describing it in general terms doesn't really help pinpoint the problem.

I did give examples of the circumstances where I've seen this behavior, and also that it occurs with a variety of different ships, loadouts, and situations. I can document the exact ship loadouts I'm using and take screenshots of when it happens too, if you'd like. It's easily reproduced in the refit simulation.
15  Starsector / Suggestions / AI friendlies lowering shields or venting when unnecessary, while in danger on: October 24, 2014, 02:03:41 PM
I've noticed a general set of AI quirks while playing as a lone ship in campaign mode and setting myself to autopilot. The problems are mainly obvious with the paragon, but seem to be present with many other ships.

I find that often, not just sometimes, my autopiloted ship, despite having max flux dissipation, enormous flux capacity, 40 levels of character progression that include perks like 20% hard flux dissipation with shield raised and huge extra boosts to flux capacity and dissipation, and shield damage multipliers exceeding 0.35%, will randomly lower its shields or vent flux at the most inexplicable, inopportune moments, even while at very low (and getting lower already!) flux, yet while still well in range of enemy weapons, and even while surrounded and under fire, yet not enough fire to pose a threat if the shields had just remained up.

Distance from the enemy doesn't seem to matter. I can be on like 2000 out of 40,000 flux, or even at 0 flux, and my autopiloted ship will randomly drop shields or vent right in front of an enemy or group of enemies. A lot of these times it seems like my ship will drop shields after destroying an enemy, even at very low flux, and even if still surrounded or even flanked by more enemies. To a lesser degree of idiocy, the AI also likes to drop shields if close to topped out on soft flux, but at very little hard flux, while under fire or well within range of enemy weapons, rather than just keeping its shields up and waiting a little longer, and more safely, for the flux to drop while shielded, even if the damage being done to it is insignificant, opening itself up to needless armor and hull damage, and provoking alpha strikes of opportunity from missiles normally held in reserve.

This critically stupid, suicidal behavior seems above and beyond other quirks that make human control obviously superior, like the autopilot's tendency to sometimes charge into weapons range and attack an enemy that's at little or no flux, while the autopilot itself is nearly maxed on hard flux, when it has plenty of a speed and maneuverability advantage to back off, vent or dissipate, and then re-engage. While silly, at least it isn't pointlessly suicidal.

Observing the autopilot controlling a customized paragon also has me wondering if the AI doesn't at all understand that the ship it's controlling has a mod that gives it a front shield rather than an omni-shield, as a lot of the random shield drops seem to conveniently leave its flank exposed right as the shield re-engages. This could be coincidence, though.

I find that it's an absolute prerequisite to add accelerated shields as well on any front-shield modded ships that were previously using omni-shields, just to mitigate their tendencies to needlessly expose themselves.


[EDIT]:

I'm also suspicious that the AI doesn't realize its ship has the perk that gives the engine boost even at up to 25% flux, which may contribute to it dropping its shields to try to move faster.
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