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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Szasz

Pages: [1] 2 3 ... 21
1
Mods / Re: [0.97a-RC6] Pearson Exotronics
« on: October 22, 2024, 02:51:23 PM »
Getting another library for the sake of on mod was a nag, but oh boy was it worth it. With CMUtils the UI is clean, new, yet melds seamlessly with vanilla and it is easy to understand in general. If there was a less perfect aspect about it that would be probably the visual feedback about drone production status in combat and how overstocking them works.

I do miss special operation variants of Pearson ships though, their sensor strength/profile ratio was fun and their colours were much much cooler. (On a side node it allowed access to Pearson ships without playing with the faction)
Do you plan to bring these back by any chance, tomatopaste?

2
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.2a
« on: September 29, 2024, 08:19:44 AM »
Spoiler
Ok so after some more testing its definitely the micro missiles that are tanking my fps. Not that the mod should be adjusted just for my PC, but it seems like overkill anyways. 40 from a single salvo on the Maelstrom and 80 from the Panda. Who knows about the Starfortress, its a ton though.

Seems like cutting the larger ship salvos by about half (adjusting damage and durability to compensate) would still serve the purpose of overwhelming pd. Maybe its just me but it seems like way too much. Aside from the performance issue I just find it so cluttered.

Just some feedback, not a criticism. I think it used to be less? Was it increased at some point?

Anyways as usual thanks so much for keeping this alive and well  :D
You're not the only one.
The fps drop was definitely less a few years ago, I've never seen anything in Starsector so far that renders combat so unplayable so fast as this. Which is weird since micro missile swarms ain't new and they weren't a problem before.
[close]
For me, even normal battles was lagging at 16 fps until I disabled shaders in graphicsLib. Some mods use it, but the shaders can be disabled in the mod files. The specific directions are in their thread OP top.

Thanks for trying to help but I don't use graphicslib in the first place. The reason is not unrelated to your example.
Gotta ditch Diable until peformance is improved.

3
Mods / Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« on: August 12, 2024, 11:23:34 AM »
Hello fellow starfarers.
I have a weird little problem - took Cluster down before engaging checkpoint (missed it was it's own station). Now Checkpoint is in a weird spot, where it's under empire control, but plays my faction music and if i want to attack it, i have to fight... my own fleet? Any advice outside of giving cluster back to empire and storming it all over again?

Couldn't recreate this.

4
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.2a
« on: August 01, 2024, 09:00:54 AM »
Ok so after some more testing its definitely the micro missiles that are tanking my fps. Not that the mod should be adjusted just for my PC, but it seems like overkill anyways. 40 from a single salvo on the Maelstrom and 80 from the Panda. Who knows about the Starfortress, its a ton though.

Seems like cutting the larger ship salvos by about half (adjusting damage and durability to compensate) would still serve the purpose of overwhelming pd. Maybe its just me but it seems like way too much. Aside from the performance issue I just find it so cluttered.

Just some feedback, not a criticism. I think it used to be less? Was it increased at some point?

Anyways as usual thanks so much for keeping this alive and well  :D
You're not the only one.
The fps drop was definitely less a few years ago, I've never seen anything in Starsector so far that renders combat so unplayable so fast as this. Which is weird since micro missile swarms ain't new and they weren't a problem before.

5
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.2a
« on: August 01, 2024, 08:59:32 AM »
It does work, you have to add and remove a hullmod for the op discount to take effect in the refit screen due to how the game works

Ah, thanks, I thought I'm stuck with reloading the game.

6
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.2a
« on: July 28, 2024, 09:42:28 PM »
I've run into an occasion with the Pandemonium in which case building-in Dampened Mounts did not lower OP cost for Diable weapons (S-mod bonus). It did raise the ships deployment points though, as tooltiped.

I wish the super destroyer had a larger, more realistic hitbox because it bothers me much that the silly looking oversized arms and engine "legs" are just a graphical gimmick that can be shot through.

Regardless, Diable seems to be in its peak moment, it was never so smooth and enjoyable as long as I remember it. Thank you, Caymon Joestar for taking care of it  :)

7
Mods / Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« on: July 27, 2024, 06:39:55 PM »
is there any kind of limitation to the damned Myrianous taking over my ships? everytime i fight this thing it takes over another ship every 5 seconds or so, i've seen the mind control wear off a few times so i know it isnt permanent, but it is a LOT longer than the cooldown for the ability, which is a problem. the longer the fight goes the higher the ratio of ships you dont control, and as soon as a ship is taken over every nearby ships instantly starts shooting it rather than the Myrianous.

i like challenges and all, but this game engine is simply not equipped to handle your ships being hijacked. 'avoid' doesnt prevent your ships from destroying your ships, and there is no way to tell your ships to flat out NOT attack something. this is a neat concept for a fight, and i do like the idea... but the inability to order your ships to NOT destroy ships under makes this nothing but frustrating. it simply isnt fun to have no control. game design 101, frankly. if you could order ships to ignore a ship entirely, this would work. as is... worst experience i have ever had in starsector. by far.

Yes, there are many limitations and weaknesses to the Myrianous' system. For example it is only as strong as its enemies. On a side note that's why that ship works against a staggering amount of Radiants. Don't bring your main fleet against it which is probably configured to deliver the biggest punch. Bring low firepower (it is a single enemy for god's sake) or peculiar ships (like phase).
A clean method would be assembling a bigger fleet with increased tankiness and little firepower (you may use only autocannons and no HE if you want to, get clever), and configuring the flagship to something non AI friendly. Ever made a super awesome build that wreaked havoc but the computer was utterly stupid with it? Those what I'm talking about. I never suffered any loss in this way. However, loss is not a bad thing and is very affordable in SS. This is a one off fight for a single reward. Just build what's necessary and throw it against the creepy boss, then take out your regular fleet from storage and forget about the past.
The next one is technically an exploit so make sure you want it before you read.
Spoiler
An unclean method is to abuse how the author wrote the AI. I suspect the use of the mind control system is on a timer which cannot take control effects into account for correct timing (=system AI is simple). Hence if you spam system overload on the ship then it most certainly loses the ability to mind control anything. Even a few Harbingers are enough. The fight becomes so unfair it's not even funny.
On second thought, this could be intended as the Goggergeck also works and it would make sense that Xhan Empire provided all the tools for defeating its own boss.
[close]

8
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: April 01, 2024, 06:37:09 PM »
It seems to me that "Assume Wing Control" -as awkward its use is- has a serious bug that makes the player lose control over the flagship for the rest of the battle if certain conditions are met. I believe these conditions are: ship system is active (obviously), fighter system is active, fighter is destroyed, no more fighters are available.
Pressing 'G' in this case also doesn't work. (Please bind it to something else, it's very inconvenient to bring up the deploy screen when it is no longer feasible to control a fighter).
If it helps transferring command to another ship duplicates my character as officer (as it is expected from the neural integrator skill which I believe you use for this ship system).

ps. All fighter weapons' description and their role is empty. If you had the time to fill these in, that would be swell.

9
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: March 16, 2024, 07:38:29 AM »
I miss this *** and might mispell ship names as it's been a while
Kingston(?) battleship required more involvement to pilot than most ships in the game. It was very rewarding and satisfying as it is a freaking beast if you use its system just right (I usually get bored with ships in Starsector and constantly switch among them between battles. There are only two exceptions: Pharrek (from Xhan Empire) and the Kingston
The balanced Leyland(?) cruiser was fun to play with

10
Mods / Re: [0.96a] Kon's Player Faction Bundles v.2.0
« on: February 27, 2024, 01:08:30 PM »
I wonder if you did something dirty, because I have serious performance issues throughout the game since my last run to the point I don't want to play anymore - and all I did was to remove Roider Union, reinstalled Starsector to get 0.97a and added your mods.
This is certainly not reassuring as it looks like something unfinished.
So could it be a 0.97a thing or something in your mod?

I had to figure out why it was showing up, sometimes I forget what it's like without the Nexerelin mod. Normally it would have auto hidden that, it's a faction that can be joined through another mod to give you all the XIII ship blueprints right off the bat. That did give me a pointer that I have to hide that one for vanilla players.

As for performance issues, this mod has three modules.

The mod for blueprints only make it so some ships and equipment can be salvaged.

For the player faction mod, it's a lightweight mod that changes the names of fleets, titles, ui color, player allied fleet dialogue, and reveals your faction in the intel screen. It doesn't spawn a faction either and there are no added scripts so while I can't rule out the possibility, I can't really see what could cause it.

The XIII ships adds a hullmod, a starting faction profile for another mod, ships and fighters.

All three of the modules are extremely lightweight, should be with low overhead unless I'm missing something.

Thanks for the explanation. I don't think either that your mods are to blame.

11
Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: February 26, 2024, 03:46:31 AM »
Silahas were weak even before the nerf and now I cannot find much use for that weapon.

The new version only affected stuff like skills, hyperspace travel and colony events. There shouldn't be any problem using a ship pack, as far as I'm aware.
Thanks, it indeed seems to be the case but I wouldn't dared to try if you didn't write that.

How good score do I need in the Ark mission? I got 90% is that good enough?

Should be enough, yes. I did 97%, got frustrated by Arktech ship recoveries (because weapons were sometimes missing) so I perfected it to 100% and guess what - weapons are still sometimes missing on derelicts.
And here comes the plot twist: it does not matter anymore, because if you find one particular bounty, then you get a blueprint package that allows the production of all the Arktech weapons.

12
Mods / Re: [0.96a] Kon's Player Faction Bundles v.2.0
« on: February 24, 2024, 08:40:20 PM »
Did you adjust your java version?
Yes, I did everything in the "Adding mods to your game: first steps" as usual.
I'm exploring other possibilities as this modd seem less and less suspicious but I'm running out of ideas. It's weird that just by going from 0.97a RC6 to RC11 I've  experienced about 30% lower average Idle time measured by the game (from 80-90%) with regular fps drops (obviously idle time is 0% then) that make the game so stuttery that it causes eye strain.

13
Mods / Re: [0.96a] Kon's Player Faction Bundles v.2.0
« on: February 23, 2024, 10:37:38 PM »
I wonder if you did something dirty, because I have serious performance issues throughout the game since my last run to the point I don't want to play anymore - and all I did was to remove Roider Union, reinstalled Starsector to get 0.97a and added your mods.
This is certainly not reassuring as it looks like something unfinished.
So could it be a 0.97a thing or something in your mod?

14
General Discussion / Re: [0.97a] Post Your Endgame Fleets Here!
« on: February 19, 2024, 07:29:59 PM »

https://www.youtube.com/watch?v=Xwh3t_k5aoI


How don't you develop epilepsy from those frequent noisy transition animations? (like the static what you get on older TVs if there is no signal)
They're there at opening the tactical combat map, opening your inventory, salvaging a derelict, surveying a planet, going into the bar... at literally every freaking aspect of the game.
Is it possible to make these go away?

edit: Tranquility answered my question: it is indeed an in-game option since 0.97, setting it in settings.json does not work anymore. Thanks a lot for this revelation!

15
Mods / Re: [0.96a] Kon's Player Faction Bundles v.2.0
« on: February 19, 2024, 06:21:22 AM »
Hello,

I stumbled across this mod while looking for something to make my colonies more unique, and loving it so far!

But while I managed to use the mods "Konturga - Player Faction" and "Konturga - BPs and Rebalance" just fine, "Konturga - XIII Ships" keeps giving me the following error:

57367 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [eis_vanguard_xiv] not found!
java.lang.RuntimeException: Ship hull spec [eis_vanguard_xiv] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:482)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:476)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:461)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Would you happen to know where the problem is coming from? I'm really looking forward to having some unique colours in my fleet.

Many Thanks, and such a great mod!

A leftover reference (probably from some earlier version) is causing you trouble.
Here's a fix for now, extract it to your mods folder.

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