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Author Topic: Starfarer 0.51a (Released) - Live Patch Notes  (Read 236191 times)

jacobgr43

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #420 on: March 26, 2012, 04:17:47 AM »

I keep having problems with the AI of Capital ships and cruisers. While im piloting a capital ship if i ask another capital ship to come escort me so we can take on an enemy capital together the ai will drive across the front of me activate their shields to avoid a collision and just stay there as we go in to battle, this stops me from fighting as the AI gets my capital destroyed.
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factotum

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #421 on: March 26, 2012, 04:37:32 AM »

I keep having problems with the AI of Capital ships and cruisers. While im piloting a capital ship if i ask another capital ship to come escort me so we can take on an enemy capital together the ai will drive across the front of me activate their shields to avoid a collision and just stay there as we go in to battle, this stops me from fighting as the AI gets my capital destroyed.

Not much you can do about that except always ensuring you're flying the faster of the two ships. You can use the strafe keys to "sidestep" the guy in front of you, but that can take a while in capital ships, which are rather slow!
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Kane064

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #422 on: March 26, 2012, 09:14:49 AM »

Hi, can anyone tell me if there is a way to load a 0.5a save game on 0.51a or if a new game is needed?
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vmxa

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #423 on: March 26, 2012, 09:30:49 AM »

I think I read that they are not compat. That is usually the case in alpha.
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Psycho Society

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #424 on: March 26, 2012, 08:29:18 PM »

Hi, can anyone tell me if there is a way to load a 0.5a save game on 0.51a or if a new game is needed?

You do need to start a new game.
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Deathven

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #425 on: March 29, 2012, 07:14:07 AM »

I keep having problems with the AI of Capital ships and cruisers. While im piloting a capital ship if i ask another capital ship to come escort me so we can take on an enemy capital together the ai will drive across the front of me activate their shields to avoid a collision and just stay there as we go in to battle, this stops me from fighting as the AI gets my capital destroyed.

Yep, it also happens to me when trying to attack multiple ships. Even if it is from a distance.
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Alex

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #426 on: March 29, 2012, 09:08:53 AM »

About escort - it's not meant for capital ships supporting each other. They're just too slow to effectively escort anything, and a lot of the cruisers are too. The automatic assignments take this into account and pick a reasonably-fast ship for escort duty, but if you choose to override it and assign something slow, don't be surprised when it doesn't work out :)
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jacobgr43

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #427 on: March 30, 2012, 05:28:38 AM »

About escort - it's not meant for capital ships supporting each other. They're just too slow to effectively escort anything, and a lot of the cruisers are too. The automatic assignments take this into account and pick a reasonably-fast ship for escort duty, but if you choose to override it and assign something slow, don't be surprised when it doesn't work out :)

Would it be possible for in any future updates to have a command that allows capital ships to stay within a reasonable distance of each other? It would be useful for overpowering Paragon classes and for protecting Astral class carriers from other capitals and cruisers.
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Alex

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #428 on: March 30, 2012, 08:22:00 AM »

Would it be possible for in any future updates to have a command that allows capital ships to stay within a reasonable distance of each other? It would be useful for overpowering Paragon classes and for protecting Astral class carriers from other capitals and cruisers.

A judicious use of Assault and Defend orders should already allow that, no? Perhaps with a direct order thrown in for good measure.
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Tarran

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #429 on: March 30, 2012, 03:21:39 PM »

The problem with that is that orders all ships instead of just the capital ships. And it eats up command points fast, which are limited.
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Apophis

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #430 on: April 10, 2012, 02:54:50 PM »

  • JSON files are now merged recursively (possible to add, say, a portrait to a faction, a new fleet type, or a new starting ship - without conflicting with other mods that do the same)
How does this work? i have tried to add a new fleet type to a faction but it gives me this error:

4010 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.return] with id [tritachyon] already exists
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.return] with id [tritachyon] already exists
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
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Alex

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #431 on: April 10, 2012, 09:32:05 PM »

Did you include tritachyon in your mod's factions.csv, by chance? You don't want to do that - that would cause the same faction to be loaded twice and result in the message you're seeing. You'd only add entirely new faction files to factions.csv.
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Apophis

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #432 on: April 11, 2012, 02:30:52 AM »

Did you include tritachyon in your mod's factions.csv, by chance? You don't want to do that - that would cause the same faction to be loaded twice and result in the message you're seeing. You'd only add entirely new faction files to factions.csv.
I did not included tritachyon and if i remove from the csv the new file with the new fleet the game start but the file is not loaded and the game crash when it try to spawn the fleet
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Alex

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #433 on: April 11, 2012, 10:30:23 AM »

Aha, I think I see. You have to name the file "tritachyon.faction" and then *not* include it in factions.csv.

The game will look at the vanilla factions csv, see tritachyon.faction, then look for all the copies of that file it can find - vanilla + mod - and then merge those.
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Apophis

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #434 on: April 11, 2012, 03:30:56 PM »

Aha, I think I see. You have to name the file "tritachyon.faction" and then *not* include it in factions.csv.

The game will look at the vanilla factions csv, see tritachyon.faction, then look for all the copies of that file it can find - vanilla + mod - and then merge those.
Ok, now it works
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