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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Pentarctagon

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1
General Discussion / Re: SSD Benefits?
« on: August 10, 2014, 10:13:22 PM »
An SSD will *never* be slower than a normal HD.  That said, it will only improve things related to I/O.  So essentially your savegame will load faster, but you won't get any better FPS in a battle.

2
Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
« on: April 05, 2014, 01:04:45 PM »
Awesome, thanks!

3
Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
« on: April 04, 2014, 08:40:11 PM »
I'm consistently getting crashes when fighting the Church Crusade.  From the log file:
Code
14768 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
21935 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 30, FP2: 316, maxFP1: 160, maxFP2: 240
213392 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.shipsystems.scripts.ai.FluxDisturberAI.advance(FluxDisturberAI.java:95)
at com.fs.starfarer.loading.specs.intsuper$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

4
General Discussion / Re: Combat readyness poll.
« on: October 14, 2013, 02:30:05 PM »
I don't hate it, but at least for now it tends to make the game less fun.

5
Suggestions / Re: Ordnance Points, Soft Limits, and CR
« on: October 09, 2013, 07:28:55 AM »
We've got a CR bar showing at the top of the refit screen already; I don't see that this would be any harder to buff/nerf/measure.  Would require a bit of UI work, but all the relevant info is already being displayed.
IIRC, that bar doesn't show TTL information, given % chances of random failures, etc., etc.- there's a lot of data not being displayed that would then have to be presented.  Moreover, as we've already discovered with the new UI and CR, player tolerance for bars that don't really tell them much in terms of context while shoving them a lot of data is problematic. 

It's my biggest critique of this idea; I think that to really explain it to newbies would be a pain in the neck, and the game already has a little too much of that kind of thing already; it doesn't need more complicated mechanics tripping people up.[/quote]

IMO the idea is really simple - it's a tradeoff, increased power in exchange for increased maintenance.  If it isn't clear what maintenance means in terms of CR, supplies, etc then those are the things that need better explanations since you still have to maintain your ships whether you overclock them or not.  I mean, besides changing the OP limit from hard to soft, it really doesn't introduce any "new" information.

6
I'm not even sure why there's much argument about it.  Hard flux is just soft flux that you can't passively vent off.  So all else being equal, hard flux is better than soft flux by definition.

7
General Discussion / Re: Problem with PD / Assault Flux Distinction
« on: September 27, 2013, 11:30:11 AM »
The autofire AI isn't meant to do much thinking. Beyond avoiding obvious friendly fire, it expects that you, the player, are in charge of controlling when to fire.

It would still be nice if it wasn't limited to basically "OMG SOMETHING MOVED SHOOT IT SHOOT IT!".  I shouldn't have to worry about my elite crew trying to shoot fighters with plasma cannons, or other such nonsense.  Ideally (to me) there would be some panel in the refit screen where we could choose a weapon group's Primary Target(s).

8
Suggestions / Re: Beam Buff & More Hull Mods
« on: September 22, 2013, 06:41:15 PM »
What would be really cool would be if there was a hull mod that allowed the shields to act like a magnifying glass and increase the beam's damage output, or even deal partly hard flux.

9
Suggestions / Re: Ordnance Points, Soft Limits, and CR
« on: September 19, 2013, 01:42:45 PM »
It would be nice to be able to have more flexibility with weapons/hull mods.

What about increasing the logistics cost instead of reducing CR though?  That way you'd have to choose between a smaller number of really good ships or a larger fleet of good ships.

10
Suggestions / Re: Larger Fleets and Improved Logistics
« on: September 19, 2013, 07:48:59 AM »
I don't know why you'd need a bunch of freighters for a capital ship, I've been running around with just a Paragon without problems.

11
General Discussion / Re: favourite capital ship
« on: September 15, 2013, 04:21:20 PM »
Paragon, because I can spec it out to be stronger than entire fleets of AI ships. Also because it looks like a donut.

12
I think the thing that put me off the most was the severity of getting too low on CR.  I'm fighting, and all of a sudden systems turn on and off randomly and if I can't escape its basically over.  I understand that there are consequences of over-using a ship, but having a ship out a bit longer than its supposed to shouldn't just cause every system to break down.

In the beginning, this made me feel like I needed to save after every battle, since if the next battle took longer and I ended up needing to retreat I would end up out of supplies to repair CR but I couldn't do anything to get more supplies because my CR was too low and my ship was basically useless.

13
Suggestions / Re: Zero-flux coasting compromise
« on: September 15, 2013, 11:34:37 AM »
Perhaps instead of having the final skill give you some leeway with having flux without losing the speed boost, it could be a per-level thing?  So instead of being able to have 25% flux and maintain the speed boost as a rank 10 skill, you could get +2.5% per rank.

14
Suggestions / Re: Energy Weapons: Damage boost with flux?
« on: September 15, 2013, 11:30:22 AM »
Any implementation of providing a big boost to damage above X flux would need to rebalance beam weapons, since they can keep firing even when flux is maxed out.

15
Suggestions / Using a hotkey whose menu is already open will close it
« on: September 15, 2013, 12:10:29 AM »
I wasn't really sure how to word this for a title, so sorry if it doesn't make a whole lot of sense.

Basically the idea is that if you press "C" to open the Character menu, you can press "C" again to close it.

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