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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - SafariJohn

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Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: Today at 03:33:22 AM »
Man people are really so far into this to dig up ten year old forum posts, yikes.

Took me 5 minutes. The forum has a "oldest first" search for some reason ???

Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: Today at 03:13:55 AM »
(Watching the community try to powercreep a ship when the same criticised a couple of latest ones)

Hard to say it is powercreep when people have been pointing out the same problems with the Eagle for TEN YEARS

I'm going to throw my lot in with the Eagle as my least favorite ship.  It's got a good balance of energy and ballistic weapons, decent shields and isn't costly for it's class.  But the problems sit with the stock variants only changing the missile loadouts and the Flux problems that arise if you put on heavier hitting burst weaponry.  It's all using medium hardpoints so it requires a drawn out fight, breaking the shields and beating down on the armor, it's too heavily reliant on missiles and it's so slow that destroyers and fire support will pick apart your targets before you reach them.  It requires fleet actions as it can't deal with more nimble Strike Frigates and Destroyers, yet that same fleet renders it useless.

A ship with one armor module is like 3-4x as much work as a regular ship. Speaking from experience.

Suggestions / Re: AI Frigates happily blocking friendly fire
« on: November 30, 2022, 06:14:59 AM »
Get some free recording software like Bandicam and do videos. Videos are worth a thousand pictures or something like that.

Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: November 26, 2022, 07:37:16 PM »
tbh I'd rather see Eagle as a 22 DP bruiser than try to put it in line with the 20 DP cruisers.

Suggestions / Re: Improvement for early and late game: Increase weapon loot
« on: November 24, 2022, 08:03:50 AM »
I would like to see common weapons sold in bulk. Or even in infinite quantity at some places. Chicozmotoc ought to have LMGs for days, right?

Discussions / Re: My mods dont appear in the launcher
« on: November 11, 2022, 07:47:50 PM »
Unzip the .zip files.

Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: November 11, 2022, 07:47:24 PM »
What is the Difference between the low tech orbital station and the society orbital station that you can build?

Should be the same as other orbital stations: a different look and slightly different combat performance.

General Discussion / Re: Planet size edit in save files
« on: November 10, 2022, 04:19:26 AM »
Search for the market's name, then find the connected entities' IDs and search for each of those until you find the planet itself. That will get you to the right planet pretty quickly.

Discussions / Re: More "Sim" like Sci Fi space fleet games?
« on: November 08, 2022, 04:30:48 AM »
X4 is a fleet and station management game in the guise of an open world space shooter.

An excellent question :)

Take a look at com.fs.starfarer.api.impl.campaign.plog.SModRecord, in particular its use of WeakReference<FleetMemberAPI>, it's an approach (about the only one I could think of) to solving this exact problem.

Short of, yes, trying to search through everything and then still not accounting for whatever random way some mod might be storing a fleet member.

It worked!!!

...Kind of. By changing all memory references of FleetMemberAPI to WeakReference<FleetMemberAPI> I was able to to get garbage collection to acknowledge that the FleetMemberAPI in question was due to be annihilated. The one problem I'm having is that garbage collection seems to happen on a completely arbitrary basis, so I may have to add a sentence or two in the upcoming forum post about how players need to save and load to force garbage collection if the station isn't recognizing that they have a redeemable ship hull. If you know a way to force garbage collection without saving and loading I'm all ears, but otherwise I'm pretty happy with how this turned out.

EDIT: saving/loading only seems to force garbage collection in dev mode, so it looks like I'll have to find a way around this unfortunately. See reply
It turns out regular old saving forces garbage collection, so it seems like telling players to do that might just be my solution. If there's an easy way to force garbage collection via the API (which there doesn't seem to be) I will be happy to implement it, but otherwise I'm very happy to just tell people to save their game since that doesn't seem like it requires a lot of effort on their part.

EDIT: I set up a script to run System.gc() when the player interacts with my station. This has completely solved all of my issues and eliminated the need for the player to save. Unless there's some sort of hidden consequences for doing this, I'm going to keep it this way.

If you think you need to force garbage collection, you probably need to rethink what you are doing. It is a code smell; a red flag of bad design.

General Discussion / Re: Question about ship supplies usage
« on: October 30, 2022, 12:20:55 PM »
In the ship info supplies per month is at the top of the center column.

Blog Posts / Re: Hyperspace Topography
« on: October 26, 2022, 07:49:30 PM »
If Alex really wanted to disincentivize multi-colony systems he'd just remove Mil Base stacking. If you can't stack patrol fleets out the wazoo to stop all assault, then having all your eggs in one basket is much less appealing.

Can a ship be hit if its bounds are a point?

EDIT: got off my lazy bum and tested: looks like no, except it can still collide with other ships' hulls.

Don't know what you're trying to do, but: would setting the ship's collision class to CollisionClass.NONE do the job? If that's no good for some reason, you could also try moving that one bounds point several battlefield lengths away from the center of the ship :)

Also: setting the collision radius to 0 *may* bypass the bounds check; I don't actually remember 100%.

Just theory-crafting for a ship system that makes the ship unable to be hit. Was hypothesizing NONE might make the AI not target it and thought of point bounds. 0 collision radius is also a good idea.

Can a ship be hit if its bounds are a point?

EDIT: got off my lazy bum and tested: looks like no, except it can still collide with other ships' hulls.

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