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Messages - neptix

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1
Bug Reports & Support / Re: No mouse clicks
« on: June 16, 2019, 06:20:36 PM »
Does dev mode have any additional file checks, etc?  Because turning on dev mode has fixed the problem.  When I turn it off again, it stays fixed.  I've tested a number of starting configurations since then, resolutions, fullscreen, dev mode, decorated window, etc.  I can't reproduce the error again.  So, good for me, bad for troubleshooting for other people.

I wasn't able to test in on a previous version, as I overinstalled the new one.  Sorry to take up your time, I loathe intermittant errors.

Starsector is the game that got me started on game programming, so thank you.

2
Bug Reports & Support / Re: No mouse clicks
« on: June 16, 2019, 12:49:46 PM »
I'm running on a laptop with Windowd 10, just using a mouse.

Tried rebooting, administrator mode, win 7 compatibility mode, win 8 compatibility mode(it crashed on this one). Same problem.  It's as if it's somehow partially losing focus?  Because the mouse cursor works, but I also can't navigate the menu using the keyboard, nothing is selected.  Esc is the only key that does anything.

It worked perfectly on the previous build, and I'm not sure what has changed.

3
Bug Reports & Support / Re: No mouse clicks
« on: June 15, 2019, 07:33:12 AM »
It's not workable at all, I can't run at native resolution, or it fullscreens, whether or not I check the fullscreen box.  I have to set a lower than native resolution to actually get windowed mode to work. I tried changing the settings json to see if a decorated window in native resolution would work, it did not.

4
Bug Reports & Support / No mouse clicks
« on: June 15, 2019, 06:05:37 AM »
Just downloaded 0.9.1a, isntalled it, and I have no menu control.  Clicking does nothing, and I can't even use the keys to move through the selections.  Pressing escape and then enter quits the game, but that's all I can do.  I restarted in windowed mode, and everything works fine.  Any ideas?

Edit:  I have to reduce the resolution as well as uncheck the fullscreen button, otherwise it does fullscreen anyway, with ensuing problems.

5
General Discussion / Re: What is your favorite pursuit ship?
« on: July 10, 2016, 07:05:06 PM »
a Wolf with augmented Engines.  Graviton lance, 3 tactical lasers, and a pair of clarent launchers(yes, I took them off the wrecks of my enemies, like one should)  It's can solo any frigate and bunch of destroyers without using any missiles.  With the missiles, it can drop a fleeing heron without difficulty, while my salvaged pd firgates deal with the fighters.  Nothing else has ever survived my main fleet long enough to run away:)

6
Mods / Re: [0.7.2a] The Knights Templar 0.9.5g
« on: April 30, 2016, 11:39:20 PM »
You are correct, my apologies.  Apparently I downloaded 95g and installed the previous version again from my downloads directory.  Also, are the archbishops interceptors new?  Those things are terrifying

7
Mods / Re: [0.7.2a] The Knights Templar 0.9.5g
« on: April 30, 2016, 02:48:07 PM »
I'm getting zero length vector crashes again, after I installed 0.95g.  The crash occurs the instant you transition from the dialog in campaign mode to battle mode.  The relevant part of the log:

Code
69949 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: Zero length vector
java.lang.IllegalStateException: Zero length vector
at org.lwjgl.util.vector.Vector.normalise(Vector.java:91)
at data.shipsystems.scripts.TEM_SchismDriveStats.apply(TEM_SchismDriveStats.java:102)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)

Any ideas?

8
Bug Reports & Support / Tutorial Not Completeable
« on: December 30, 2015, 07:07:13 PM »
So, now that destroyers are affected by extended deployment decreasing combat readiness, it's not possible to complete the basic tutorial, unless you already know what you are doing and rush through it.  (One of the requied actions to progress in the tutorial is to use the accelerated ammo feeder, which is unavailable at 0%CR).  I'd reccommend disabling deployment time for the tutorial, or resetting it somehow with every step.

neptix

9
Sweet, thanks.  So now I make regular trips to seed my agents.

neptix

10
Quick question, how do agents and saboteur's work?  I know how to send them on mission, but I've dumped about 40 into one planet without a single success.  Do I just need to send armies of them, or what?  How are the mechanics set up?

neptix

11
General Discussion / Re: Setting AI?
« on: November 13, 2014, 12:11:29 PM »
This is why my standard hunting pack is now a wolf and 6 vigilance's.  I deploy the wolf alone, bust up a few smaller ships, cerberi and lashers, etc, then lure the big stuff down to the bottom of the map, to when I deploy my vigilance's, they all fire a full volley immediately.  That surprise hit has taken out eagles in one wave before :)

12
Suggestions / Re: AI slips/player tricks report thread
« on: October 30, 2014, 12:08:16 AM »
@lucian
I've noticed this one too, and in say, a wolf on wolf engagement, it makes very little sense.  But watch them do it when there are a couple of other ships nearby.  If you follow them, you tend to get flanked by hounds and the like.  The single nastiest fight I've had in 0.65 was my one wolf again 5 pirate wolf(d)'s, all attacking then falling back to vent. 

That being said, does each ship's AI tactics change depending on backup and other considerations?

neptix

13
Suggestions / Re: Crippling Crew Levels
« on: October 28, 2014, 12:19:33 PM »

At that point, they're really not in the frigate. We're talking hastily-welded-together temporary "habitats" not really all that suited for providing life support. Of course, if you don't have the supplies, then it's not even that, which is reflected in how quickly you'll lose this extra crew.


I'm just picturing this tug dragging several hundred people in spacesuits behind it on the tow cable, until they all run out of air.

neptix

14
Suggestions / Re: Simple thing, but driving me crazy
« on: October 26, 2014, 12:31:18 AM »
Yeah, I can see that it wouldn't be workable with all the resources.  I've been using the filter by resource option in the menu, and it's frustrating to have, say, no listed prices for food, when the station I'm on sells food.  If you could have it only show up when filtered by resource(also sorted by age of intel), that would keep it less cluttered that some of the other options currently IG.

  I'm also one of those people who feels that 30% tariffs are too high, but someone mentioned that's configurable, so that's not really an issue.  The instepctions and shakedowns are really annoying, but in a "go to hell, I'm going to be a pirate!" kind of way, not a "This game is *** me off, I don't want to play it" kind of way :)  The trade system needs a fair bit of tweaking, but that's hardly surprising, and other people have covered my other issues with it.    There's a massive amount of stuff there, and I'm excited about seeing what it'll become.  What other milestones do you have planned?  Are you going to perfect the world and then leave it at that, or will you be adding a "plot" (or will modders be doing so?)  Keep up the good work

neptix

15
Suggestions / Simple thing, but driving me crazy
« on: October 25, 2014, 07:59:22 PM »
Currently, when you look up prices in the intel tab, it gives you the last known price based on any intel/communications you have recieved on the subject.  What it doesn't include, and I REALLY want it to, is last known prices based on actually going to the market in question and checking the prices.  If I'm on New Magincia, I should have a price listing for everything New Magincia sells.  When I fly to Corvus, that listing should stay(out of date, until I return to New Magincia, or recieve intel another way).

This shouldn't be too hard to add, and it would make a huge difference to trading.  It may clutter up the map inteface a bit, but that already happens in systems like corvus, with multiple planets, especially with lots of trade disruption on the pirate planets.

Thanks,
neptix

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