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Topics - Blaze

Pages: [1] 2
1
Every time I try to load a game or start a new one, the game will suddenly close without any error box. Checking the log file shows that it successfully loads the game, but it cuts off there.

Tried removing all mods, but no still just closes.

It's really strange as it was working perfectly fine just a few hours earlier.

Edit: Whatever it was, it seems to have fixed itself.

2
Bug Reports & Support (modded) / GC Overhead Limit Exceeded.
« on: March 26, 2016, 10:36:37 AM »
So this is obviously an Out of Memory error, but I've set 4GB of RAM to it on a 16GB computer; so I think it might be a memory leak.

It seems to happen only during saving, and only after a certain amount of time passes.
Spoiler
2260543 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.OutOfMemoryError: GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
   at java.util.Arrays.copyOfRange(Unknown Source)
   at java.lang.StringBuffer.toString(Unknown Source)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:53)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teItem(AbstractCollectionConverter.java:64)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.marshal(CollectionConverter.java:74)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
[close]

Mods are:
AI War
Autonomous Ships
Blackrock Driveyards
Combat Chatter
Console Commands
Diable Avionics
Interstellar Imperium
Lazylib
Nexerelin
Shaderlib
Junk Pirates/ASP/PACK
Neutrino Corp
Metelson Industries
Portrait Pack
Save transfer
Console commands
SCY Nation
Shadowyards Reconstruction Authority
Knights Templar
Tiandong Heavy Industries

Game version 7.2a (Although I did have this issue in 7.1 as well; I chalked it up to having a craptop).
All mods were updated on March 23.

3
So I moved up to a more powerful computer which is about twice as powerful as my previous one; but when I try to play it takes 15-ish minutes to get to the start and the game lags horrendously.

I essentially shoved my starsector folder onto an external HD and moved it over; is there something that might have gone wrong there?

4
Suggestions / Civilian Hull Debuff: Why?
« on: December 14, 2015, 08:25:00 PM »
I just don't get this debuff at all. I mean, civilian ships are common enough to be sold everywhere. If it's so common, why would it arouse MORE suspicion?

From a reasonable perspective it also makes no sense: a smuggler, spy, or other clandestine persons disguise themselves as civilians to stay hidden. Why does a peashooting paper-dingy arouse more suspicion than an armor-clad bristling-with-gunboat?

From a gameplay perspective, it means you can't use these ships because it's a giant "HERE I AM, COME KILL ME WHILE I'M TOO WEAK AND VULNERABLE TO USE ANYTHING BETTER.". Civilian ships WANT to get by unnoticed because they're being targeted by pirates.

5
Suggestions / Easier Codex Comparison
« on: December 14, 2015, 07:57:26 PM »
Probably suggested a ton already.

Left-click a ship entry to show its codex entry.
Right-click a ship entry to compare it to the current ship.

Top half is the stats of the first ship.
Bottom half is the stats of the second ship.

Could do something similar with weapons and fighters.

6
General Discussion / Removing Mod-Commodities from Procurement Missions?
« on: December 14, 2015, 08:37:07 AM »
While I do understand wanting to add more to the economy, my mission list is filled with requests for things like "Cloned Organs", "Intelligence Chips", and "Templar Flux Cores". The first two are about as common as Lobsters and the last is hard to procure for obvious reasons.

I can't seem to find the file to exclude those from procurement missions. I'm pretty sure it's possible as AI wars add two more commodities that don't seem to appear as procurement items.

7
Bug Reports & Support / Bombers not retreating to rearm?
« on: December 12, 2015, 07:53:26 PM »
Previously, when a bomber ran out of its primary armament, it'd run back to a carrier in order to rearm.

Now, it seems that bombers will keep going and try to fight with its secondary weapons; leading to huge losses in combat.

8
General Discussion / The Whole is not Equal to the Sum of its Parts.
« on: November 27, 2015, 05:52:26 PM »
Does anyone find it rather ominous that the price of crew is dirt cheap while harvested organs can easily fetch thousands per unit?

Seriously, the current metagame is to get enough money to smuggle, and then SMUGGLE ALL THE ORGANS for that delicious hedgemoney.

... When is industry getting any skills?

9
Suggestions / Endgame Money Sink: Pump My Ship
« on: March 17, 2015, 05:14:26 PM »
So... 5 day old game, fleet is a single destroyer, four missile frigates, and freighters.

40 million credits...

Can we have some sort of system in place to upgrade ships beyond their regular limits? Say, pay X for more OP/Speed/Flux Capacity/etc.

If you want some sort of balance, you can make it so upgrading one aspect reduces another; forcing you to upgrade that aspect as well for loads of cash. Or take the easy way and ask for increasingly obscene amounts of cash.

Unbalanced? Probably, but if I want to drop 30 million creds on a single ship when the most expensive capital doesn't even come near 1 million; it may as well be unbalanced.

10
Bug Reports & Support / AI "Fakeouts"
« on: March 08, 2015, 02:10:29 PM »
I'm having this problem that whenever I get attacked by an AI fleet, I send my ships in, but the AI doesn't send theirs.

1. Get into combat.
2. Select ships to deploy.
3. My ships enter.
4. Enemy ships never appear.
5. Win automatically.
6. Enemy ships still there. And still aggressive.
7. Repeat cycle forever.

11
See title.

12
General Discussion / What Determines "Threat Rating"?
« on: January 25, 2015, 03:29:43 PM »
So I swapped two Archer Missile Destroyers for 6 Basileus Missile Frigates and noticed that hostile fleets that reacted "neutrally" now run away from me. The AI apparently finds 2 specialized destroyers less threatening than 6 converted freighters.

So what determines how dangerous a fleet is?

13
Suggestions / Pre-Deployment Orders
« on: January 19, 2015, 04:59:06 PM »
I really shouldn't have to tell my missile ships to not fly directly into the enemy's guns every time I start combat.

The PDO menu is similar to the simulator, but only appears as the TAB tactical map. Here, you can assign orders to your ships and those ships will then immediately begin battle with those orders assigned. If an order isn't applicable (escort a ship that you didn't deploy), then it defaults to standard behavior.

Edit: More complex additions.
Spoiler
I'd like to add a few more features to this. Note that some of these ideas alter AI, and thus will take some time to code. Whether each individual feature is worth the effort of coding, I'll leave to your discretion.

Staggered Deployment:
When a ship is ordered to be deployed in the PDO menu, its icon appears on the tactical menu.
Whenever you click on a deployed ship, there will be a time slider. You may move this slider to delay that ship's deployment time.
If a ship is given pre-deployment orders, they'll start with those orders once they're deployed.

In case it fails, you'll receive an error message informing you why:
- Said ship does not have enough CR/Crew
- You do not have enough deployment points.
- You already deployed the ship (No message)

For example, if I deploy my missile ships at the very beginning of battle, they burn straight into the enemy along with my the rest of my fleet. If I set their deployment to come 5 seconds after the battle begins, they can avoid entering the thick of things and fire safely from a distance.

Capture Priority:
When you click on a ship, icons of the different capture points will appear with the numbers 0-3. Default is 1.
While the ship is selected, right-click on the icon(s). This changes the number.
Said ship will then automatically begin attempting to capture those points when deployed.

0 - Don't bother
1 - Will attempt to capture if no other applicable points available.
2 - Will attempt to capture if not held by enemy.
3 - Will attempt to capture even if held by enemy.

Once all possible capture points have been taken, default to standard behavior.
If two or more capture points have the same priority, target the closer one.

For example, I have a group of fighters to capture points in the beginning. My small fleet doesn't require many command points, so I set Comm relay priority to 0. I want navbuoys for the boost, but want sensor arrays more, so my setting for that is 1. Sensor arrays are priority, but I don't want my fighters suiciding into the enemy, so the sensor array priority is 2.

Engagement Priority:
When you click on a ship, icons of the five hull types (Fighter, Frigate, Destroyer, Cruiser, Capital) appear on the map.
Similar to capture priority, they are also given numbers between 0-3, right-clicking the icon with the ship selected will determine engagement priority. Default is 1.

0 - Avoid engaging. (i.e. Stay away. PD guns will still fire if they're in range though.)
1 - Will engage if no priority targets available.
2 - Prioritize engaging.
3 - KILL IT SO HARD IT DIES TO DEATH.

Since there are a huge amount of possible variants of enemy ships, I only listed the basic hulls. If you notice your AI setting will end badly for you, order your ship to target something else, this will make them default to regular behavior afterwards.
This is similar to locking on. Weapons whose arcs can't reach the target will shoot something else instead.
If two or more ship types have the same priority, target the closer one.

My missile ships are armed entirely with LRMs, they have little chance of hitting fighters so I set that priority to 0. Frigates are set to 1, as other ships can clear them out fairly easily. Destroyers are set to 3, as they have attack power but are still quite vulnerable to mass missiles. Cruisers and Capitals are set to 2, as their shields tend to eat up all my missiles and I want to get rid of as many threats as possible first.

Wimpy:
Wimpy, simply put, are conditions that can be set that, when met, will order a ship to retreat.
- A slider for hull, which orders them to retreat once it drops below a certain percentage. (Fighter wings will attempt to return to a carrier instead)
- A setting that appears like the weapon group menu. Once all selected weapons are empty, retreat. (May not be applicable with the next version's infinite ammo settings.)
- A slider for CR, when it reaches that CR percentage, retreat.

Save settings:
Similar to the "Manage Variants" menu, you can save individual ship settings and load them later.
Furthermore, you can also save entire battle plans. When you select "Move in to engage", a menu called "Review existing orders" will appear, where you can choose which battle plan to implement.

Possible balance features:
Orders given pre-deployment use half a command point (Rounded down).
Features are locked behind advanced tactic skill.

[close]

14
General Discussion / Moving up in class?
« on: January 02, 2015, 08:45:04 PM »
So I've been playing frigates almost exclusively since I started the game, and two months later, I want to expand my horizons. I still want to enjoy the fast bob-and-weave combat of frigates, but I also want to enjoy the ability to use more than two guns :V.

I think the biggest factor to my aversion of larger ships is the fact that my first one was a Hammerhead. Slow speed, slow turn rate, slow burn, small mounts that can barely shoot past the front of the ship, etc.

Is there a destroyer that fits the bill? I'm also using SS+ if it expands those options.

15
General Discussion / Money for Nothing...
« on: November 26, 2014, 05:50:54 PM »
So I'm a solo frigate player. Well, frigate with fighter/bomber backup, but the point stands.

I've collected around 40 million credits and I have absolutely nothing to spend it on.

Maybe in the future we'll be able to spend ruinous amounts of cash to trick-out our ships to ridiculous levels; but for now, is there anything left to do?

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