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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - eamax

Pages: [1] 2
1
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: December 19, 2023, 09:30:49 PM »
After playing this mod again I want to give some more feedback.
The fighter bombers, their behavior is the same as a normal one and not a bomber. The bomber should advance to a certain point, discharge the bombs and return, but they enter the enemy ships and die.

2
Modding / Re: [0.96a] Epta Consortium 2.1.0
« on: December 19, 2023, 09:24:55 PM »
Bug report:"Gregariousness" mission don't work well. The mission don't end after victory so you have to use console command. Plus , the command "nuke" and "kill" don't work( not cool)  and ( did you disable Super weapons not being effective on your fight? Maybe bug compatibility or just my AMD laptop doing *** as usual.)
 And aslo , where is the reward? Dit it comes later or is this also a bug?( unless there none which would be rude to say the least since the bounty can tank omega weapons.
Other bug:  ia core not returning normally to cargo when you remove them from a ship, it eventually return at a moment but don't know what trigger that.

Ps. question: does AI time dilatation is apply to a neural liked ship whit AI integrated on it (on both ship)?
And does time dilatation accumulate to other ship that already have smal time dilatation bonus? Like ( the Great house ships, Valkazard , or Sierra's ship?

Thanks for this great mod and your work.

Same problem, After managing to eliminate the target, the fight doesn't end.

3
Mods / Re: Locked and Loaded - a Magic Bounty pack 0.12rc1 (2022/01/16)
« on: February 17, 2023, 07:45:00 AM »


MagicLib 0.45.2 installed

4
Bug Reports & Support / Re: Memory leak on Linux? [0.95.1a]
« on: February 03, 2023, 04:32:47 PM »
The only thing that fixed problems like this for me, with or without mods, was changing the JRE version as stated here:
It's caused by using mods in general, regardless of your PC specs.
The only known fix is switching to JRE 8.

Copy/pasting from Discord, sorry if formatting is bad:


Mini-guide: Switching to Java 8 to prevent the post-battle slowdown
Not officially supported, may cause unrelated issues, do at your own risk and please report back if you do notice it causing problems.

Symptoms
- After some time playing and immediately after a battle, the game FPS will plummet (eg from 60 to 15-25) and usually only go back to normal after a game restart.
- Saving/loading takes 5x longer than usual.
- Using at least one mod (that adds new sprites? incl. GraphicsLib).

Fix (slow down and read this part carefully)
1. Go to your starsector install and rename the jre folder to jre7.
2. Download either of the following (both are the same JRE 8 v271) (Mac/Linux users look below for download link):
    - (72 MB .zip) https://drive.google.com/file/d/1CGRtnv5hIGCtcdlvZXFO0F58VXqYUo6x/view?usp=sharing
    - (48 MB .7z) https://drive.google.com/file/d/155Lk0ml9AUGp5NwtTZGpdu7e7Ehdyeth/view?usp=sharing
3. Extract that into your game folder so you have a folder named jre. You'll now have both jre (with java 8 ) and jre7.
4. Make sure that your starsector/starsector-core/data/config/settings.json allowAnyJavaVersion is set to true. Then launch the game as normal.


Potential issues
- Game+launcher is zoomed in/off-center.
    Fix: Right-click Starsector, Properties, Compatibility, Change high DPI settings, tick checkbox for "Override...Scaling performed by Application"
    Thanks to Normal Dude for the fix.

5
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
« on: September 20, 2022, 10:34:35 AM »
In the time when we had Templar Knights that destroyed everything in front of them, nobody complained that the mod was OP, now this one can't do something different that has a complaint... I can't understand.

6
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
« on: September 20, 2022, 10:22:45 AM »
Well they only compare it to vanilla factions, so your opinion won't fly.

Honestly, if you only play with a single mod... you're the one who's wrong.

7
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
« on: September 20, 2022, 07:05:35 AM »
When you put several other mods the UAF doesn't look like OP at all, I'm playing with it and many other mods ... it's not easy as many here say.

Several fights even with pirates, yes my pirates are mod, I need to be very careful.
There are factions like Hive that I can't kill a single ship with my UAF fleet. I tried several times.

8
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
« on: September 13, 2022, 04:41:43 PM »
why is graphics lib a dependency? I think graphicslib is responsible for a memory leak in my game but I can't turn it off because it is a dependency for this mod.

Also, I'm willing to give a hand with the programing, or at least help with this linux file naming error if it hasn't been fixed already.

You can disable features of the lib and even the whole of it as I remember:

https://fractalsoftworks.com/forum/index.php?topic=10931

9
General Discussion / Re: Any good 'hard' modes with United Aurora Fed. mod?
« on: September 02, 2022, 06:29:33 AM »
The reality is that I miss the fear of facing the Knights Templar.
That mod made the game even in the late game still be afraid to face something.

10
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.3
« on: August 31, 2022, 10:51:39 PM »
I noticed the shipyard issue too, as the new version of golan station is added later, the original version is weaker than the shipyard. However, I actually planned to separate the shipyard from the space defence station line to be a new industry type which has production and increases ship quality at the cost of weaker fire power and not being able to build a defence space station. What do you think about that?
For me it is quite difficult to increase the quality of the ships in the fleet, this update to increase the quality is an excellent idea for me.
I don't know if you've played "star wars empire at war", when you attack a space station ships always come to protect the station depending on its size, on larger stations even Star Destroyers appear in battle or the equivalent of another faction. I believe you can use the same behavior.
I also saw that you did that with that huge First Order ship, you could do that for the station too.

In the beginning, the fighters are way stronger than the current power level, I remember there was some feedback about the fighter being too strong? So I tune it down and made the speed proportional to star wars lore speed, maybe the multiplication factor is too small. I will revisit the stats of the fighters, may be a good idea to set up a poll on Patreon, please take a vote if you have time.

I like the concept of UAF mod development, there they know they might be creating something a little unbalanced and that's ok.
I believe you should follow this concept a little bit, make the fighters the way you think is most suitable even though they are a little strong compared to Vanilla.

I think the fighters should be smaller in size, some are too big. Even because small ships are difficult for large ships and this is the concept of fighters in Star Wars. "I believe"
I will vote.


Yes, the Eclipse superlaser shouldn't be able to buy by any means, I set it tier to 5, blacklisted it on the prism port, I will keep looking at what is missing. On the other, as the laser is only a weapon instead of a shipsystem, so I'm not sure it's able to stop the ship from moving or other weapons from firing when it's firing. But I can surely increase the flux per second shot, I think it's a reasonable adjustment.

The ED Shipyard mod has a ship that has a very interesting behavior of a super laser, loading the shot takes a while, the ship has a very low speed to prevent it from rotating and the damage is distributed over a longer period, that is the laser lasts longer and even when the shot ends some modules of the ship are disabled, but of course this is specific to this ship.

The idea would be to see for example what this ship does interesting with this shot and who knows how to do something inspired by it.

I made a video demonstrating:
https://youtu.be/xhjfB5plZQc

11
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.3
« on: August 29, 2022, 07:19:52 AM »
I wanted to give my feedback on the experience I had.
First I really loved the spaceship combat!
I found a problem with Eclipse ships, it's possible to buy their weapon from an NPC that you sometimes find in the bar and he offers you to build stolen technologies. In the list appears the weapon of the Eclipse ships and I understand that this shouldn't happen.
Another thing about these weapons, there should be some kind of penalty, maybe the ship can't move for a few seconds, the laser should take a while to load and especially the FLUX used should be very high, this weapon simply has no defects. I would even dare to imagine that all the weapons on the ship should stop firing until the laser firing is complete and make the laser last longer, but cause the same damage in a longer period of time.

The fighters I think need some buffs, compared to most mods I see they are almost always inferior, extremely slow, very low health or no shields and so big that most ships hit them even by accident.
I started using other fighters because they had almost no effect on medium and large combats. While the fighters of other mods made a lot of difference.
For example, I see fighters with 800 hull, have shield and are relatively fast while the ships of this mod have 220 hull, no shield and fly slowly.
I believe the behavior also needs some tweaking, they throw themselves at other ships and die. I keep imagining them making a pass and coming back like ships from the movies.


The "shipyard" space station that uses 1 million to build appears to be weaker than the previous version "Gollan III".
I don't know if you've seen that the Remnants space station generates fleets of ships to protect the system, maybe this behavior should also happen on the last level of the station with Republic or Empire ships (Just an idea). That would justify its price.
I think that's all I wish was better.

12
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.3
« on: August 02, 2022, 01:17:35 PM »
I wonder, why isn't this mod on the main mod listing thread?
It's been a long time without me knowing it exists and I only discovered it through a video on youtube.

13
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.3
« on: July 29, 2022, 01:55:36 PM »
I always expected a star wars mod for starsector, congrats and never stop support.
This mod must exist.

14
Hi - thank you for the update! Huh, very interesting. You had no problems with that same FX 8300 processor and a GTX card, though, right?

Yes, maybe with AMD the game was much more reliant on the processor than using NVIDIA


Finally AMD fixed the problem with OpenGL on AMD 22.7.1 driver

https://www.youtube.com/watch?v=5vej8t9BXqQ

https://www.neowin.net/news/amd-2271-driver-has-major-opengl-optimizations-and-windows-11-22h2-support/

15
I appreciate the offer! Not sure there's really much I can do about it, unfortunately, at least as far as I know, it's kind of a fundamental problem. It also doesn't seem to affect *all* AMD cards/drivers, just some, so that makes it feel even more like an "unfortunate combination of specific card model and drivers" issue.

Hi Alex,
I upgraded my computer and after changing the "FX 8300" processor to a "Ryzen 3600" the FPS problem is gone.
Using the same RX 580 GPU.
What I noticed that the bottleneck of my system has always been the processor and the game uses much more CPU than GPU... This makes me think that the problems are not actually AMD cards but old processors.

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