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Messages - Dr.Noid

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1
General Discussion / Re: Great Game.
« on: August 14, 2018, 10:56:20 AM »
I found Starsector (Starfarer back then) because TotalBiscuit did a review of it. Getting the right youtubers to cover your game really is the way to go nowadays.

2
You have to remember that most tiny Indies like Fractal Softworks are not run like a business, but more like an art studio where artistic vision is more important than profit.
Telling them they should do something because it makes economic sense is like telling an artist he should make lower quality stuff, and more of it so he makes more money... It doesn't work because artists are not in it for the money. If their goal was money they'd be in a different line of work, probably banking or so.

3
Suggestions / Re: Multi-core support
« on: March 06, 2014, 07:48:38 AM »
Another one might be the in-system simulations, since what happens in one system doesn't have a direct influence on what happens in another system. A fleet going from a system to hyperspace or vice-versa would influence both threads, but it doesn't matter if that transition takes a simulation tick.
Depending on how heavy those simulations are and how many systems need to be simulated you could have a thread per system, a thread per x systems, or a ThreadPool or ExecutorService with each system being a task that gets scheduled in that pool.

Any way, if you want to dip your toes in the ThreadPool, I can recommend reading the java tutorial on concurrency

4
Mods / Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« on: February 19, 2014, 03:37:35 AM »
But do buy prices actually fluctuate much? My impression is that besides the 10% discount on some stations, stuff costs the same where ever it is sold. (I could be mistaken of course) Prices change when you put points in Trade, but that change is small enough to just ignore. So when someone sells trade goods, you basically know what they bought it for.

5
Mods / Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« on: February 18, 2014, 09:12:06 AM »
Am I right in that XP for trading is based on the value of the sold items?
Instead of the pure value of the item, maybe basing it on the profit percentage would be better. That way, selling a full load of expensive items for 20% profit doesn't net you more XP than selling a full load of cheap items for 20% profit...

6
Mods / Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« on: February 18, 2014, 02:05:49 AM »
I feel trading gives a bit too much XP. As it is now, all you need to do is find a station that sells exotic materials, and a research station. You start ferrying exotics and pretty soon you'll be able to fill that XLE cruiser sized cargo ship with burn 6 (the bottom right one) and at that point you can get 2 to 3 levels per trip. At that point you'll also be swimming in more money than you can spend...

7
Mods / Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« on: February 15, 2014, 01:32:33 PM »
Managed to replicate a NullPointerException:
Start a new game.
Quite.
Start a new game.
Fly around for a few seconds.

java.lang.NullPointerException
   at data.scripts.world.TimeManager.runDaily(TimeManager.java:56)
   at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:212)
   at data.scripts.world.TimeManager.advance(TimeManager.java:204)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.B.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0 [...] 000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:744)
Exception in thread "Thread-9" java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalSourcef(IIF)V
   at org.lwjgl.openal.AL10.nalSourcef(Native Method)
   at org.lwjgl.openal.AL10.alSourcef(AL10.java:810)
   at sound.K.Ø00000(Unknown Source)
   at sound.public.Ô00000(Unknown Source)
   at sound.H$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:744)

8
Mods / Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« on: February 15, 2014, 01:11:16 PM »
Thanks, I'll try it out :)

9
Mods / Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
« on: February 15, 2014, 05:04:22 AM »
I have lvl 10 salvaging skills, but it does not let me pick the other two options for station wrecks. It still tells me that I can come back one I reach lvl 10 Salvaging skills. (even though I have lvl 10)

10
Mods / Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
« on: February 15, 2014, 04:36:37 AM »
After activating an abandoned station I just flew to a second one, and I did not have to activate it. I was directly greeted with the menu for re-activated stations. The station did not get my colour though.
A third station also did not need re-activation. It seems as though reactivating one station re-activates all of them.

11
General Discussion / Re: Keep more supplies or stay within capacity?
« on: January 19, 2014, 11:03:07 AM »
Going over capacity with supplies is a problem that solves itself. You use more supplies while being over capacity, but that reduces the amount you are over capacity, so in the end you end up being AT capacity and then everything is back to normal. But in the mean time you have passed quite some time flying back.

working it out:
A. filling up to capacity with supplies and fly back to base.

B. going over capacity with supplies and fly back to base.

In situation B you start out using more supplies. After some time you are at capacity, meaning you are now at situation A, but closer to base. Thus situation B is better.

Of course this only goes for going over capacity with supplies! Going over capacity with fuel or crew is not a good idea unless close to base.


12
Can you make a screenshot? because your resolution is not that low, so the target info shouldn't be that big.

13
Suggestions / Re: Memory
« on: December 07, 2013, 11:55:23 AM »
It's also quite likely that the OS is also counting mapped video memory. When you minimise the application that memory gets freed since nothing is displayed.

14
Mods / Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
« on: December 06, 2013, 11:30:34 AM »
Had the problem show up once again, looked at everything... found the capital "I" in Infinity wasn't supposed to be there for Linux. It runs as it should now.
I just ran in that one as well. It couldn't find "graphics/ships/infinity.png" because the file is called "graphics/ships/Infinity.png" and file names in Linux are case sensitive.

15
Suggestions / Re: Let us reassign "Strafe and turn to cursor" controls
« on: December 05, 2013, 01:02:42 AM »
When not using "turn to cursor" you can strafe left-right using q & e.
When using "turn to cursor" those strafe buttons move to a & d.

Personally I'd be happy if a & d always strafe, and q & e turn when not using "turn to cursor". That would be more consistent.

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