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Topics - Doom101

Pages: [1] 2
1
General Discussion / Story mission question
« on: August 25, 2023, 10:17:28 PM »
Hello all, I have a very brief question, and I don't want specific answers, please keep any answers vague if possible. Oh also story mission spoilers ahead, beware.

Spoiler
Are there more story missions in the game beyond getting the janus device, getting the executor from the sindrian diktat, and visiting all the Ludd shrines? I'm currently doing a 100% story run for my youtube channel and I don't want to miss any story content, but if it's impossible to find, how will I find it?  I also don't want to search the sector for IRL days and find nothing.   
[close]

I've been way out of the loop on this game for years now, But I know there are still people here that have been active since the olden days. Thanks for your help!

2
Lore, Fan Media & Fiction / Streaming Series, Starsector
« on: July 09, 2023, 10:21:12 AM »
Hello all, Some of you Might recognize me, if you've been here since 2012. I'm not around much these days on the forums and I have only poked at Starsector in the last few years but with the new update out, and the end of another series on my youtube channel I decided to start streaming Starsector in that time slot. I stream on Friday's and Saturdays, between 5pm and 11pm Central time.

But none of that is important, the reason im posting here despite my hatred of self promotions, is that I've always had a soft spot for this community and if you want to swing by and hang out, or make fun of someone who hasn't played a significant amount in over 5 years, I'd love to see you.

Here's the link to the playlist.
https://youtube.com/playlist?list=PLkhB8fBEtLhAZ0KYT-mH3Bzz4Y1_yHBys

also this is my first post since 2017 >.>

3
General Discussion / I made a mistake!
« on: December 10, 2015, 08:23:12 AM »
So, in my most recent playthrough i was playing in the last patch, and found a bounty fleet i was chasing, and right as i engaged him he switched from pirates to neutral faction, As of the time i was unaware of this, and thought it odd he didn't shout the standard pirate greeting at me, as i obliterated them with my forces.

While i was playing in the last patch this didn't seem to affect anything, however i've now updated and took a hegemony commission ( since everyone else was already hostile to me, due to investigations in the last patch) and now they keep docking me points for being hostile to "neutral" Not the independants, a hidden faction called "Neutral". Also as it turns out i'm now unable to access the abandoned station with my transponder on, which is an issue because the hegemony declared war on the independants, and Asharu is now the site of continuous battles.

So since my rep is getting docked repeatedly and Neutral doesn't put out bounties, or have forces, i have no way to rebuild my rep with them, so i hopped into the save file .XML and looked for the "Neutral" faction, but alas i couldn't locate anything relating to them or my rep with them.

IF someone with more experience with this could either tell me where i would locate this line, or tell me how to fix my relation with them in another way ( mods, in-game, etc) that would be much appreciated.

Edit:
I was eventually able to locate a "Neutral/Neutral" faction in a block of text referring to all the other factions, but i'm unsure how to edit this to help me, it just seems to contain reference numbers.

4
General Discussion / Empty systems
« on: November 22, 2015, 04:49:49 PM »
So I finally got up enough supplies/fuel/reserve credits to actually explore around a bit, and i've noticed  a few things, quite a few of the new systems;
Penelope's star
Duzahk
Yma (B)

are disturbingly empty, not sure if i just somehow missed something but these three systems have a few planets ( quite a lot for Penelope) and yet nothing else, Duzahk and Yma have pirate relay stations and yet no pirate bases.

Penelope also has a derelict station that you're unable to approach maybe it's possible with NAV 10 since it notes the navigational hazard of it falling into it's planet in the next 500 years ( can someone test that?)

My point is that I haven't seen any rampant speculation about these systems yet, and that is what this community is best at!

I'm betting that penelope might be intended as a decent place to start industry? since pirates seem to hide out there, so they might consider that a staging point to assault your own base/stations.

5
Suggestions / on the topic of persistent captains
« on: May 01, 2015, 09:29:20 AM »
Transcribed from my post on the transponders thread.

On the idea of persistent patrol captains and such.

When their current patrol ends and they are reabsorbed by a station could their data just be stored as a Patrol captain?
For example you mentioned before that if a station needs a quartermaster for a quest it will look at it's own files and if it finds a quartermaster it uses  them, but if it doesn't it makes one.
Could it not do something similar for patrols and other fleets? Such as the market decides it needs a patrol so it puts the ships together and then looks to see if it has a patrol captain standing by, and if it doesn't it will either wait for one to re-dock or make a new one. And if a patrol is sent out and destroyed by something ( pirates/enemies/player/event) then it's captain it has a small chance to make it back alive to the station that launched them. ( after all the player has an escape pod)

Also it should definitely be possible for the player to have say a high standing with the hegemony but for some reason ( possibly somehow influenced by player actions) that a particular captain despises them and is the metaphorical pebble in the shoe, I feel like that would add a bit more character and give the player some more genuine reactions to seeing particular AI.

This next part may be too complicated period, as well as probably being  too much for the next update.

What if that patrol captain catches the player smuggling, or some pirates smuggling, or straight up kills an enemy/pirate/player commander Could that be tracked as a type of experience for the patrol captain, and if they get to a certain level of experience they could gain a promotion? and instead of being a Patrol captain, they become a level 2 captain and only get picked for patrols that involve bigger ships, and maybe eventually end up commanding fleets like Armadas or attack forces, or even a defense fleet. Along with gaining the respective title increases Lieutenant - Fleet Admiral(? not sure how each faction organizes it's ranks)

(i think i'll work on expanding this idea some more feel free to chime in)

6
General Discussion / Gone for two and half months, suddenly officers!
« on: April 12, 2015, 11:37:26 PM »
Seriously. So I just recently returned from a two-ish month vacation of sorts and had a lot of stuff to deal with when I got back, now that I finally dealt with all that I think, oh i'll go see if the entire community has committed murder yet over missile regen and infinite ballistics ( that was the big thing going on when I left) and I come back to see people excitedly discussing officers, along with not ONE but TWO blog posts about my favorite things, officers and non officer NPCs becoming persistent.

The idea of persistent NPCs in SS is something I've been looking forward to for a long time, but really started hitting home when a certain patrol officer of the hegemony kept popping up in all of my games and causing me much grief. And the number of times I've posted about the idea of meeting a rugged, but broken down character in a space bar with lots of regrets and reshaping them back to their former glory captaining one of my ships, is down right silly.

While I realize that the NPCs that will be persistent are people like mission givers ( since there are no quests in space) but the idea that eventually it might make it's way down to patrol officers and captains is a fun thing to think about. Especially since the aforementioned patrol captain recently became a much higher level hegemony officer and the idea of that advancement actually being a game mechanic instead of random luck of the name generator. ( by the way if you ever see a Captain Katherine in command of a hegemony patrol or armada sink a few reapers into her flagship for me)

Anyway glad to see that at least things kept moving here while I was away. ( Although I doubt anyone noticed I was missing)

7
General Discussion / the measure of a Han Solo ship
« on: August 25, 2014, 04:57:35 PM »
By that i mean a smuggler/bounty hunter akin to Han Solo. More specifically the right ship for the job. For the sake of the post the fleet will be a single ship that is perfect or as close as we can get to perfect for the job.

What is the job?

  • the ship must be good enough in combat to protect itself
  • fast enough to evade patrols
  • hold enough cargo to make the smuggling worth money
  • Destroyer or frigate

As was pointed out in the most recent blog post a smuggler fleet capable of docking at an unfriendly station for black market purposes can only be up to 3 frigates or 1 destroyer and 1 frigate, so this excludes anything cruiser and above for the job. The one ship requirement i've imposed removes fighters as well. so using a carrier is unlikely because carriers are notoriously bad for defending themselves in combat

Now because i want this to be a discussion I'll post these rules and start putting my own ideas into a separate post.

8
Bug Reports & Support / Invisible fighter
« on: September 18, 2013, 07:57:41 PM »
I looked on the bugs page didn't see this on there.

So I was just playing shooting at pirates, as you do, and I noticed that right next to a venture was a little red square, I didn't think anything of it, figured a talon had managed to get out of it's box when it exploded, also there was a battle going on so I left, pursuing bigger targets, a little while later everything had died but the game wasn't ending, so I looked at my AI ships and they were all clustered on the lower half of the map, where i'd seen the little red box earlier. so i came down to see what was going on, this is what i saw.

Spoiler
 
[close]

Not sure what caused it, since I've blown up a LOT of talons, ventures and condors and never saw this before. it also seems purely random, after this I started hunting down specifically ventures with talon wings with them, and I can't get it to happen again. Also fun fact the AI does not care if you or any other ally are nearby during this, Right before this pic my cruiser dumped his entire laser payload into my shields because i was hovering right behind this abnormality.

9
Discussions / Dota 2 steam key giveaway
« on: June 16, 2013, 01:25:17 PM »
Hellooooo,
So i recently received copies  10 of dota 2 from Valve on steam I have 9 left that i have nothing to do with so i'm giving them away,
the winners of the keys will be randomly chosen by a random number generator.

Thanks to additional contributors we currently have 23 copies of Dota 2 to give away.

To apply:
1: Send me a PM with the subject being Dota 2
2: Include your steam name in the message.

Additional rules:
1: You can not own a copy of Dota 2 already ( I'm using steam to check this so you can't get past it)
2: You may only enter once.
3: The actual giveaway is slated for the end of the month of June IE June 30th. Entries will stop being accepted on June 29th.
4: Anyone who wishes to, that has extra copies lying about ( its more common than you'd think) can donate them to the giveaway and have their names added to the list of contributors below, along with what forum you are from.

Additonal copy contributors
Uberbasherbetax- 14 copies- Starbound forums

10
General Discussion / What if.....?
« on: February 15, 2013, 09:25:22 AM »
So howdy Starfarer forums!

first off i know its called star sector now but i'm too set in my ways to stop calling it Starfarer.

so, i had a random idea the other night while i was "trying" to sleep, what if the tempest, was 10 times faster? i figured, that's pretty easy to find out! lets find out! so i went into starfarer core, ( yes im still playing version .54 where its called starfarer still) added a few zeros and bobs your uncle the tempest is 10 times faster and maneuverable, hilarity ensued so i recorded it.



turns out the starfarer engine caps speed at 666, rather interesting.
but only in combat.

so this got me thinking what about other things?

so i pose this question to you all, WHAT IF..... ?

just come up with a what if question, at least semi related to starfarer, i'll attempt to mod it in, and if successful post a video about it. if no one can think of anything i have a few more ideas myself. but only a few so i'll need the communities help on that.


Current What if's
tempest speed onslaught.- ValkyriaL
0 flux phase cloak - SpainardSlayer

11
Modding / [still a problem] netbeans can't find it, i can't find it.
« on: December 15, 2012, 12:26:51 AM »
had this thread sitting here, figured i'd use it to get help with another bug rather than make a whole new topic -.-

so i started using netbeans and it massively helped me with many a bugs, but its saying i'm all good and yet when i run starfarer i get this crash

Spoiler
10495 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 96.23 MB of texture data so far
10668 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.world.amConvoySpawnPoint]
java.lang.RuntimeException: Error compiling [data.scripts.world.amConvoySpawnPoint]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOO$1@1238785"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/scripts/world/amConvoySpawnPoint.java" does not declare class "data.scripts.world.amConvoySpawnPoint"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:165)
   ... 7 more
[close]

i had 2 other errors like this but netbeans seems to have gotten rid of those yet this one it can't find.
the convoy spawn file is attached. i'm sure its something I've overlooked as usual -.- i'm so terrible at this some times. also because i modified the content of this post the first 2 replies there do NOT reflect this error.

[attachment deleted by admin]

12
General Discussion / Level 60 trolling formerly ...
« on: November 27, 2012, 09:56:44 PM »
http://www.youtube.com/watch?v=vSHnt-gizUQ&feature=youtu.be

now available
enjoy.

Spoiler
Modified a new save game to be level 60 and gave it all the points. i just wanted to see what you could do at maximum level with absolutely everything unlocked. turns out troll with a tempest very efficiently
[close]

13
    You know as Starfarer stands as it is i'm not sure we need too many let's plays of it, now i'm not happy to see a youtuber leave the community*, Ever. But between Faiter and Axiege i think everything is currently covered.  now im not saying YouTube videos featuring Starfarer are bad, not at all im just saying that considering how little differing content in the game there is we don't need as many let's plays as other games that are more feature complete. as of right now Starfarer let's plays follow a simple path , kill stuff, get ships, kill stuff, get ships, refit all the things, kill more stuff. And while that is fun to watch its not as much fun as actually playing the game yourself. Especially since unless you like to use non-standard ships often fleets will end up in a similar fashion to other fleets.

   Now that I've explained the problem as i see it, how might you fix said problem?
Well the first and most obvious choice is to use mods but having more ships or more enemies merely prolongs how long it takes for the gameplay to become stale.  now some mods ( mainly ascendency, fleet command, etc) expand on gameplay allowing the player to pick sides, or make their own fleet and such, and while this is also entertaining eventually that does come to an end as well, well everything does you can't fix that. but because combat is the ONLY thing in Starfarer at the moment it comes to an end far too quickly.
The next best solution is to wait for more features to be finished, Character progression, diplomacy, trading, multiple star systems, questing/missions. I personally feel that Starfarer needs more of these things to supplement an LP so it is not limited to just combat thus making this option the more, suitable choice for an LP.

  Now i'm sure someone will think i'm mad telling people not to make Lp's of this great game, but that's not what i mean to say is that you can't make an lp of it, i'm merely asking anyone who isn't going to do something drastically different to WAIT for more features, hell character progression seems to be coming along EXCELLENTLY and while i know nothing of actual dates seems it might fall into our laps within 2012 ( we can hope) until then just enjoy playing the game or watch Faiter and Axiege's excellent videos on the subject, we don't need to flood out the game with more series like what people did to slender, or happy wheels.  And once those new features do drop that add more player choice or differing outcomes to the game feel free to start up another LP i myself plan to after i finish off some older projects first and we get more options in game.

   As far as mod spotlights and Mod LP's go i have no qualms with them since they DO add quite a bit of content and every GOOD mod deserves at least a spotlight or such but they and the people who would LP them should still look at how many LP's there might already be of that mod and think, does it really need another one?


One last thing i should mention, this is not a GUIDE of any sort on HOW to do an LP those are different subjects i simply intend to point out the flaws of let's playing a mostly incomplete game too much.
*= http://fractalsoftworks.com/forum/index.php?topic=4713.0

14
Modding / New mission causes this crash on startup
« on: September 09, 2012, 05:40:53 PM »
So howdy.

this is the error log i get when i try to start starfarer,
Spoiler
13053 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
13053 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
13054 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.missions.am_missiontwo.MissionDefinition]
java.lang.RuntimeException: Error compiling [data.missions.am_missiontwo.MissionDefinition]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOO$1@1702c48"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/missions/am_missiontwo/MissionDefinition.java, Line 32, Column 18: Expression "api.addToFleet(FleetSide.PLAYER, "lasher_Standard", FleetMemberType.SHIP, false)" is not a type
   at org.codehaus.janino.Java$Located.throwCompileException(Java.java:97)
   at org.codehaus.janino.Java$Atom.toTypeOrPE(Java.java:1899)
   at org.codehaus.janino.Parser.parseBlockStatement(Parser.java:1010)
   at org.codehaus.janino.Parser.parseBlockStatements(Parser.java:938)
   at org.codehaus.janino.Parser.parseMethodDeclarationRest(Parser.java:804)
   at org.codehaus.janino.Parser.parseClassBodyDeclaration(Parser.java:442)
   at org.codehaus.janino.Parser.parseClassBody(Parser.java:393)
   at org.codehaus.janino.Parser.parseClassDeclarationRest(Parser.java:372)
   at org.codehaus.janino.Parser.parsePackageMemberTypeDeclaration(Parser.java:251)
   at org.codehaus.janino.Parser.parseCompilationUnit(Parser.java:153)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:150)
   ... 7 more

[close]
this only starting happening when i created my new mission despite the fact that i made a mission before that is perfectly playable and set up the second one in the EXACT same way as the one before it.

attached here are the pertinent mission files as well.

[attachment deleted by admin]

15
Modding / a few questions about vanilla mechanics
« on: September 05, 2012, 07:08:48 AM »
in the process of making a heavily fighter based mod i noticed that fleet points control how much hanger space a fighter wing takes up, is there a way to change this? i want my fighters not to take up any fleet space just hanger space.

also in the vanilla campaign the hegemony and TT are at war with each other is there a way for me to make them friendly without changing the vanilla files?

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