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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Corelious

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1
there seems to be some kind of weird situation, where sometime far in a save, the XP value of ships (the entire fleet) just gets stuck in 0 and cannot increase the XP from 0 no matter how many battles.



looking into the save data, they seem to be stuck in an NaN value.



i only noticed this fairly recently though.
saving the NaN value as a number (i.e 500 or whatever) seems to "unstick" the XP of a ship though
went from 0(nan), edited save file xp value to 500, loaded the save, and now it can climb to 600+ after a quick battle.



but yeah, weird thing is. It happens to the entire fleet at once
so something (probably) gets *** up at the moment the mod adds XP to ships after battle which is why it includes the civilian ships as well.


WHAT SHIP IS THIS. I MUST KNOW.

I see you put to work both of the mods "Starship legends" and "progressive s-mdos" would you please tell me which version of both are you using ? in my game i only have xp trackers don't have the traits "Well known" I'm sad... :(

Uh what mod is this ship from?

2
there seems to be some kind of weird situation, where sometime far in a save, the XP value of ships (the entire fleet) just gets stuck in 0 and cannot increase the XP from 0 no matter how many battles.



looking into the save data, they seem to be stuck in an NaN value.



i only noticed this fairly recently though.
saving the NaN value as a number (i.e 500 or whatever) seems to "unstick" the XP of a ship though
went from 0(nan), edited save file xp value to 500, loaded the save, and now it can climb to 600+ after a quick battle.



but yeah, weird thing is. It happens to the entire fleet at once
so something (probably) gets *** up at the moment the mod adds XP to ships after battle which is why it includes the civilian ships as well.


WHAT SHIP IS THIS. I MUST KNOW.

3
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
« on: March 30, 2022, 06:43:59 PM »
I keep getting a crash on launch saying that Zagur Glow or something like that is missing.  I assume it's a gun.

4
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: January 13, 2022, 04:46:31 PM »
Is it just me or is this version way more unstable with mods?  Constant bugs and low FPS.

5
Bug Reports & Support (modded) / Game Instability After New Update
« on: January 11, 2022, 12:47:22 PM »
Has anyone else started getting extreme lag in the main menu or during battles?  I was able to run a ton of mods no problem prior to the update, but since the update even a small up to date mod list is causing problems. Did they limit the number of active mods or something?

6
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: January 11, 2022, 12:40:03 PM »
Anyone make a temporary update for 0.95.1?  I used to have a link to a bunch of .95 ports but they haven't updated it to 95.1

7
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: January 11, 2022, 12:29:07 PM »
Can we get an update for 0.95.1?

8
Modding Resources / Re: [0.95.1a] LazyLib v2.7b (released 2021-12-10)
« on: January 11, 2022, 12:26:16 PM »
Any chance of an update for the R6 version of 0.95.1?

9
Bug Reports & Support / Game Crashing
« on: December 27, 2021, 10:09:01 AM »
Evrytime I create a new captain after the update it crashes to desktop the second I hit start game. I get a null error saying something about magicaptain

10
Bug Reports & Support / Horrible Lag
« on: December 27, 2021, 09:38:30 AM »
Just upgraded to the newest version and it lags horribly on the main menu - what gives?  My system can run just about anything and the last build was fine.

11
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 22, 2021, 04:57:27 AM »
Apologies if this has been asked before or if it's a dumb question, but isn't the 80% nerf to raiding overtuned? I've mostly raided just for supplies and fuel, to keep my fleet going without having to deal with markets, and while it was good if carried out in the right worlds, this feels like an extreme measure because of one specific scenario, a feedback loop. It feels more like a problem of this particular interaction than with the fantasy and base gameplay of raiding.

Thematically, raiding should give some measure of reward even if the raided commodity's not in excess. Otherwise, you wouldn't see pirates raiding in and around systems except for very specific planets (those with an excess of supplies and/or fuel). Not only that, but it adds another layer of logistics to the problem. Now when you want to raid, you not only need to check if the planet produces the commodity you desire and if it's a viable raid target (as in, it has defenses you can penetrate), but now you also need to make sure it's in excess (and that it remains in excess by the time you reach the system, or you've been burning fuel pointlessly). While before you could resupply anywhere and mostly raid anywhere for supplies/fuel, now you might need to ping-pong across the entire core-worlds for a haul you could possibly get off a singular planet.

Anyway, sorry for the rant and any gramatical mistakes. What are your thoughts on this? Just lifting some concerns, based on what it might hypothetically end up looking like. If it ends up becoming too punishing or otherwise too much of a chore to be worth the trouble, raiding commodities is a cool mechanic that could end up going unused. Except for blueprints or industry items, but that's not the mechanic being changed.

My thoughts exactly, how is it worth the cost of marines and heavy weapons now?  You mean I should spend a story point for it to be worth my time now?  What if I'd rather spend the story point on my ship S Mods instead or planet?  Oh I have to choose?  What's if that's not how I enjoy playing?

Pre game settings are a thing and can be expanded on.  This adjustment should fall under the difficulty options prior to starting a new play through.

12
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 22, 2021, 04:55:12 AM »
So what's the plan with the colony system?  Nerf it to the point that it's no longer worth the hefty financial investment?  Why completely remove the colony skills?  We can't just ad a new skill tree that's all about colonies?

Seriously, it already takes a ton of cash to invest and grow a colony... which already takes forever to grow.... and we get all sorts of caps to what we can build... so why the nerf to commerce and removal of skills?  How does nerfing one building make any of the others more viable?
Colonies are only big money makers late.  Early on, they are money pits.  The base 50% is not a big deal given the -3 stability.  Commerce gets crazy after player boosts it with SP and items.  Rather see the boosters nerfed (like SP improvement and alpha core improving stability instead of income, and dealmaker removing tariffs) instead of the core industry nerfed, unless the -3 stability penalty is nerfed too.  Probably a good idea to tone down the stability penalty anyway for the sake of NPC core worlds that cannot absorb stability penalties from pirates and raids without decivilizing.  If Commerce adds less income, then the stability should be less, like -1.

Also, the admin cap will be raised from two to three, so player will get half of Colony Management for free.

Well, that's not all (Atropi buffs would also be good) but it would be pretty nice.  :P
Alex buffed them by making them cost less OP.  Also, single Harpoons will cost more since they carry two missiles instead of one (and get long reload delay).

That's not entirely accurate - they double nerfed it by removing all skills. AND then doubled down by removing skills on the administrators.

Why would I bother with paying a salary when they literally don't buff my colonies at all?

Im sorry, but this move is an extremely one dimensional solution - there are those of use who don't want to spend weeks getting the resources to set up planets.  By the time I have them up and running, my fleets are expensive.  By killing the income, they're killing the incentive for the late game.  The point is that planets are supposed to make this easier once developed - it shouldn't be a pointless grindfest for mediocre results.

So essentially you're forced to play the markets now for money so you HAVE to be a trader and switch out fleets for cargo carrying.

13
Ah right, I remember that now - they are rare. totally forgot what it was called.

14
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 21, 2021, 09:24:29 PM »
Now that's a straight up lie.
Dunno man. Hard to tell.

(I feel like maybe you mean these in a kind of jokey/bantering sort of way, but if that's the case, at least IMO - it's the internet, and it doesn't come across very well.)
Towards IonDragon, I was being facetious.
As for harpoons and reapers and Remnants, I felt significantly negatively with how most missiles that weren't sabots were useless at best, harmful-if-taken (in the sense they took OP that could have been spent on something else had any impact) at best and it does show. I shouldn't have called you a liar, and I did not think that perhaps in-dev changes (most significantly, Shield Modulation losing HE resistance) made it different for you, but in the version I get to play, yeah you just don't take anything but sabots in smalls and mediums, and hurricanes and hammer barrages in larges (if you can support them with sabots, of course) and you can see it does not make me happy.

Posted one Dealmaker nerf idea elsewhere:  Instead of adding to income, the Dealmaker can remove all tariffs from the player's colony.  (That way, player will not need to visit pirates next door to buy or sell stuff for the best prices.)

If a core world has it, tariffs are higher, maybe 50%.  Or it does nothing?
As far as I am concerned, Commerce-as-industry exists only to boost the income. If it does not perform any income-boosting function, it is not worth the industry slot and a place in my colony, like in 0.9.1. If dealmaker nerf will result in Commerce having fewer drawbacks, then it's acceptable. Otherwise, if commerce's +25% income (I don't use SPs on colonies) is less of an income increase than what a regular industry would do, it has no place in my colonies.

Basically looking to modders to fix this. Either they need to include the option to make colony management harder when setting up a new character, or stop punishing those of us who don't like how grindy colonies already are by continuing to nerf them into oblivion.

Seriously, allowing more options prior to start would help appease people on both sides of the isle.

In the mean time, looking to you modders to fix the jumbled mess that is the colony management system.

15
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 21, 2021, 09:13:14 PM »
So what's the plan with the colony system?  Nerf it to the point that it's no longer worth the hefty financial investment?  Why completely remove the colony skills?  We can't just ad a new skill tree that's all about colonies?

Seriously, it already takes a ton of cash to invest and grow a colony... which already takes forever to grow.... and we get all sorts of caps to what we can build... so why the nerf to commerce and removal of skills?  How does nerfing one building make any of the others more viable?

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