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Starsector 0.98a is out! (03/27/25)

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Messages - mrpras

Pages: [1] 2 3 ... 5
1
Mods / Re: [0.97a] AI-Retrofits
« on: December 19, 2024, 12:20:49 PM »
Thanks for the responses.

1 You can sell the robots manually at other factions meaning they will pay for them. I think it's just broken because it doesn't make sense that they have no global market valiue, or that you are the only faction to be able to produce them *any faction that is positive with AI would probably have their own robots.

2 There are also the alpha cores so that's not a nonissue. Regarding Omegas, they are in the mod as Omega robots and the responses to having an omega core in the cargo for example, so it's already part of the mod just not working right in this regard - they're great for invasions though ;)

3 Yeah it just seems unfinished in this regard because this way you have to choose between omega or alpha robots or the bonuses the default robots give. Currently I use the bonuses on robot colonies and produce omegas on high level colonies only - maybe that's a gameplay strategy from the author.

4 I get what you mean, is that a guess? Could just be a broken system.

2
Mods / Re: [0.97a] AI-Retrofits
« on: December 15, 2024, 03:19:54 AM »
Love this mod, would make a great crossover with the Star Trek mod where the automated stuff could be Borg-themed.

Anyway I have noticed a couple of problems and wanted to report.

The robots don't seem to register properly on markets/sales earning zero income - seems the pricing on various types of robot isn't defined.

Descriptions are widely missing for Omega robots, it doesn't seem complete with regard to omega Cores and their influences.

Normal robots affect the colony with a beta core on their manufactory, but it seems that if you choose to upgrade to Alpha or Omega then they don't contribute to colony defence etc

I'm not sure but also it seems that robot manufuacturing capacity is supposed to build over time with many automated colonies but I'm not sure this is happening.

Any of these issues might be caused by a conflict with another mod I use, but wanted to report in case others are having the same issues.

Thanks for this mod, one of the most essential for my playthroughs.

3
Mods / Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« on: December 08, 2024, 03:12:55 PM »
So much goodness in this mod, thank you for the amazing work. One of a few excellent mini-campaigns I've tried and probably my favourite.

4
Modding / Re: [0.97a] X is now a Core World
« on: December 08, 2024, 03:07:06 PM »
Nice mod, maybe if spreading out across the sector you could add a balance adjustment to the impact of colony access so that systems don't collapse from being too remote.

5
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: July 09, 2024, 06:45:41 AM »
I set the fps limit in settings and it runs at whatever I ask it, both in campaign and combat, tested on intel and nvidia drivers. Weird

6
Modding / Re: A mod so we can zoom in closer to our ships?
« on: July 09, 2024, 02:34:07 AM »
You can edit them in settings.json
   # only used when devMode=false
   # should only be used by total conversions (vanilla is designed to look best within default zoom range)
   # the number is a multiplier for the viewport size
   "minCombatZoom":0.5, # zoomed in all the way
   "maxCombatZoom":2.0, # zoomed out all the way
   
   # only used when devMode=false
   "minCampaignZoom":0.5, # zoomed in all the way
   "maxCampaignZoom":3.0, # zoomed out all the way

7
Nice, thanks for sharing. Will try

8
Modding / Re: Bug of unknown cause
« on: July 08, 2024, 10:47:39 AM »
As far as I understood, if you do commands like ALL something, then you also get debug and other meta ships that are not meant to exist as fleet ready ships. I think that goes for hullmods and hulls at least and I always had crashes with these commands. I use Ship Browser https://fractalsoftworks.com/forum/index.php?topic=26261 these days to get the ships I might want to try.

9
Bug Reports & Support / Re: Game not using Dedicated GPU
« on: October 29, 2023, 01:24:12 AM »
Assuming you have installed Starsector to the default location

Copy and paste the following into an admin command prompt

For iGPU
reg add HKCU\SOFTWARE\Microsoft\DirectX\UserGpuPreferences /v "C:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\java.exe" /t REG_SZ /d "GpuPreference=1;" /f

OR

For dGPU
reg add HKCU\SOFTWARE\Microsoft\DirectX\UserGpuPreferences /v "C:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\java.exe" /t REG_SZ /d "GpuPreference=2;" /f

10
Bug Reports & Support / Re: Game not using Dedicated GPU
« on: October 29, 2023, 01:18:06 AM »
i directed nvidia control panel to Star Sector.exe but nothing helped!

The game is run using Starsector\jre\bin\java.exe so try that instead in the nvidia control panel

11
Bug Reports & Support / Re: Game not using Dedicated GPU
« on: October 29, 2023, 01:13:40 AM »
You can check which apps are allocated to which GPUs if you go into the registry at this address

HKCU\SOFTWARE\Microsoft\DirectX\UserGpuPreferences

You should see a list of entries based on full path (in my case "T:\Starsector\jre\bin\java.exe" - quotes are necessary if the path includes spaces, best to use them always)

GpuPreference=1 is usually the integrated card and GpuPreference=2 is the dedicated card. (Task manager reports them as GPU0 and GPU1)

You can use the command line to add the entry if you enter the following into the admin command prompt

reg add HKCU\SOFTWARE\Microsoft\DirectX\UserGpuPreferences /v "T:\Starsector\jre\bin\java.exe" /t REG_SZ /d "GpuPreference=2;" /f

The path should be changed to yours, most likely this is where the issue lies. To be 100% sure you can Shift+right click the java.exe file and choose "copy as path" to make sure you have the correct path.

Hope this helps

12
Modding / Re: [0.96.a-RC10] Dirty Dirty Cheats
« on: October 27, 2023, 02:51:32 AM »
Nice, going to try it on my next playthrough. Thanks for sharing, looks great

13
Modding / Re: Star Trek Eras [0.96]
« on: October 11, 2023, 11:36:34 PM »
Hey SuperJ

I haven't played in a long time but decided to give the game some time again because I saw that you had updated the TNG mods. Great job, I'm still playing around and testing a range of other mods in conjunction but I see lots of small details and I love the semi-balanced nature of the mod now. Also love that the Default cap ships like Enterprise D still kick ass out of the box, as it should be. Haven't tested against other races such as Romulan, early stage still in game.

A couple of things I noticed was that it is so easy to just grab the flagship federation ships from the first moment in game that it takes away any progression - I hope that in future there would be a way to hide them behind a tough remnant force like you did with the Enterprise B behind a Rom defence force. Just an idea, I could always just show restraint or grab and melt the ships to make sure I don't have that crazy OP advantage since day one.

Another thing I noticed was that you changed the station construction approach so that you can have multiple stations. This is great, because sometimes a guy just wants to have one megalithic base and screw managing multiple colonies.

Thanks for the continued work, alongside the homeworld remastered star trek mods this is one of the best star trek games out there thanks to community efforts or in this case your effort. Much appreciated by folks like me..

Just to reiterate, the "vanilla" approach makes it much better for gameplay imho. Thank you

14
Mods / Re: [096.RC10] Planetary Shield Replacer by ShogunTrooper
« on: October 11, 2023, 11:26:36 PM »
Nice job friend, thanks for the mod! I like the designs and the fact that you made a range of options.

15
Modding / Re: Changing sector size
« on: July 10, 2023, 02:47:48 AM »
Map dimensions can be directly modified in the vanilla settings.json. There's even handy double-scale settings in the file commented out. You do need a new hyperspace_map.png to go with it, otherwise there's a square cutoff on the hyperspace storm generation where it's just permanently clear

Thanks, just what i was looking for  ;D

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