Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - sarducardun

Pages: [1] 2 3 ... 8
1
General Discussion / Re: Hegemony and their "no transponder off" policy.
« on: February 20, 2016, 01:22:15 PM »
Running transponder off, yes, it was one of the first tricks I learned in the update, And it should not happen, they shouldn't do that in case you're a pirate if they haven't ID'd you already.

The auto attack is a pain too.

2
Mods / Re: [0.7.1a] Nexerelin v0.7.4 "Head Start" (update 2016-02-14)
« on: February 20, 2016, 02:20:01 AM »
I just played a game with v0.7.2 and there was a 600 strength market that could not be capped by AI invasion fleets as they were going out at strength 280 ish, even with 3 factions assaulting and every fleet getting through. Is there a way to reduce the defence strength with successive attacks over a short time period so say 3 attacks from 1 faction all getting through would Cap any station?

Also I noticed as they were not capturing it my faction sent over 10 invasion fleets to the same market, single mindedness that was incredibly irritating without the depletion of the target's power. Also if the fleet doesn't get to the planet twice in a row a change in target would be nice.

(these could both be in in some form but I can't see it in the patch notes)

Also you now have Kadur support, but Kadur is out of date? Where are you getting a working version of the mod from?

Also I played this mod once back when it was still Excerelin and decided to give it a pass but now having another go with it has shown me it's trhe one mod I can't do without.

3
General Discussion / Re: Starsector Ripoff?
« on: February 15, 2016, 04:28:34 AM »
Having been on the alpha for both for ages I would say NO. The direction WTFZF and SS are going in are diversifying even further too, and as others have mentioned the only real similarity is top down spaceships with you flying. Yes you reconfigure ships in both but the customisation is incomparable. And fleets are not something in or planned in WTFZF (It was explicitly said by a dev a while back). Interactions with NPCs are currently evolving in WTFZF but an interactable marketplace for the player would not fit the game, maybe the ability to purchase or quest for crew/specific 'legendary' blueprints is a possibility but nothing like what SS has.

I would suggest getting WTFZF and playing it before judging.

Because I ageree with this.
I'd say there is more similarities between Call of duy and Battlefield then there is with Starsector and W.T.F.. From what I see from Youtube videos they only play the same as they are both space games and play topdown.

Thats's about it.


4
I happen to love grapeshot at all levels. On caps if you have a few free OP and limited missile slots I will often fit it because why not?

It is unlimited ammo and good dps for a recharging missile weapon even considering it is flak. If i have say two small missile slots on a cruiser salamanders seem useless as PD at that level won't care about 2 salamanders but Grapes can ignore that and still get some hits in, and it doesn't need to be aimed making it good for the less helpful slots. It isn't consistently effective but lucky hits vs fighters or exposed hull can be devastating. I even use large and mediums on occasion if my build doesn't require the slots for it's core purpose Grapes are a nice, cheap utility.

5
Bug Reports & Support / Re: 0.65.2a Crash when opening items market
« on: November 09, 2015, 06:59:32 AM »
Hi Alex, Just to confirm this was a driver issue, not an issue with the game, I have re-installed them and SS works fine.

6
Bug Reports & Support / Re: 0.65.2a Crash when opening items market
« on: November 08, 2015, 10:13:14 AM »
Thanks Alex.

All games are crashing, I just tried various steam games to no success, something has happened to my drivers. The ones I newley installed yesterday... Re-installing drivers time. This will be fun.

7
Bug Reports & Support / Re: 0.65.2a Crash when opening items market
« on: November 08, 2015, 09:02:34 AM »
I just got the other issue again and my drivers are up to date because I just updated them and ran a new game yesterday for half an hour.

2259 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib (data/config/settings.json)]
2363 [Thread-5] INFO  com.fs.graphics.OO0O  - Using refresh rate:60
3317 [Thread-5] ERROR com.fs.graphics.OO0O  - Exiting - exception in LWJGL initialization
org.lwjgl.LWJGLException: Could not create context
   at org.lwjgl.opengl.WindowsContextImplementation.nCreate(Native Method)
   at org.lwjgl.opengl.WindowsContextImplementation.create(WindowsContextImplementation.java:50)
   at org.lwjgl.opengl.ContextGL.<init>(ContextGL.java:132)
   at org.lwjgl.opengl.Display.create(Display.java:850)
   at org.lwjgl.opengl.Display.create(Display.java:757)
   at com.fs.graphics.OO0O.ô00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
3324 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Exiting - exception in LWJGL initialization
java.lang.RuntimeException: Exiting - exception in LWJGL initialization
   at com.fs.graphics.OO0O.ô00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.lwjgl.LWJGLException: Could not create context
   at org.lwjgl.opengl.WindowsContextImplementation.nCreate(Native Method)
   at org.lwjgl.opengl.WindowsContextImplementation.create(WindowsContextImplementation.java:50)
   at org.lwjgl.opengl.ContextGL.<init>(ContextGL.java:132)
   at org.lwjgl.opengl.Display.create(Display.java:850)
   at org.lwjgl.opengl.Display.create(Display.java:757)
   ... 4 more

8
Excellent changes. Now if only we have a way to capture fighter/bomber wings somehow. Enemy fighter wings always retreated/disabled if carrier is present in reserve prohibiting captute at all.

Only way of doing this, I can think of, would be by capturing a carrier. If the carrier happened to have fighters or plans aboard then we can keep/have a chance to keep them would be the lore. Maybe if you capture 1/5 hangar bays of a fleet you capture 1/5 fighter based off cost or deployment points. This would make carriers superior boarding targets, maybe they should have extra defenders too, saying something about the reserve crews for fighters being on board.

9
Bug Reports & Support / 0.65.2a Crash when opening items market
« on: November 07, 2015, 09:33:34 AM »
840169 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 32
840169 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 33
840265 [Thread-5] DEBUG data.scripts.SSPModPlugin  - Found HotSpot VM: Java HotSpot(TM) 64-Bit Server VM
840313 [Thread-5] INFO  data.scripts.SSPModPlugin  - Memory: 5120mb allocatable, 1408mb recommended
840375 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 34
840375 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 35
840608 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 36
840608 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 37
840608 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 38
840608 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 39 - last
840762 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/imperium/backgrounds/ii_corsica.jpg into existing tex id 492
841198 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 1370.60 MB of texture data so far
841199 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/imperium/backgrounds/ii_corsica.jpg (using cast)
841651 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [Unknown.ogg]
841652 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [Unknown.ogg]
844286 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent  - Player smuggling reduced stability for Lumen by 1.0
846153 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-faction_generic_market_01_neutral.ogg]
846153 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-faction_generic_market_01_neutral.ogg]
846382 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates

Last line is me trying to open the Carthage items market, fleet market works fine. Level 50 ish game loaded. crash repeated twice.

After that last line it goes 'not responding' and it takes forever for task manager to come to front so I can kill it. Very heavily modded with:
SS+
AI war
BRDY
Citadel
Radar
Diable
Exigency
Interstellar Imperium
Neutrino
Seeker
SHI
Templars
Tiadong
Valkyrians
Music & Shader lib.

Just before this issue I had an issue with the launcher, upon pressing play starsector it crashed, I traced that back to a driver issue so I have just updated them, that solved the launcher issue but this one is totally new to me.

10
Suggestions / Re: I'm probably in the minority on this but...
« on: September 03, 2015, 02:27:51 AM »
Biggest problem I see with this is you want the ship pointing one way, the weapons another and the shields another. KBM gives you control of 2 directions, as would playing it twin stick with a controller, but there are not enough buttons.

Here is my first draft for controls, maybe you could fine-tune but I can't see there being potential to split shield and weapon aiming.
movement on L-stick
strafing r2/l2
shooting and shields r1/l1
aiming R-stick
You'd have to stop aiming to use (f) powers or change weapons and it wouldn't give you separate control of shields.

Also WASD and shift AD gives more accurate movement control for this I think.

11
Modding / Re: How to delay fighters reload at carrier?
« on: July 11, 2015, 06:40:19 AM »
Maybe have your secondary weapons with an ammo limit so they do the amount of actual combat you want before resupplying?

12
Mods / Re: The Crystanite (Version 1.31) [0.65.2 compatible]
« on: May 31, 2015, 12:32:35 PM »
I love the way it eats the PD beams near the end. You were taunting the poor thing. Need to try out this rebalance.

13
Suggestions / Re: An Official Jargon List
« on: May 05, 2015, 05:14:58 AM »

SME = small hardpoints + (medium hardpoints / 2) + (large hardpoints / 4)?


As far as I can tell.

14
General Discussion / Re: Augmented Engines - too necessary?
« on: April 03, 2015, 01:44:09 AM »
I run unstables most of the time for the acceleration, bigger ships need this almost as much as top speed, I only run augmented if i need the burn speed.

15
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 12, 2014, 07:12:25 AM »
I think the tattered part is too regular? in places, the third 'part' from right has quite a long straight/slightly curved section that could be removed, and the piece to the right of that doesn't hang straight. I think that as a true fabric flag wouldn't act like that our brains pick it out as a little off?

Pages: [1] 2 3 ... 8