Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mar Sara

Pages: [1] 2
1
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: June 12, 2022, 12:30:56 PM »
I'm currently translating the new version of the mod for personal use. If it's not an issue, I could post the translated data files here as a patch to drop into the Chinese version.

Here's a link to the Chinese version for 0.95.1a
https://www.fossic.org/thread-236-1-1.html

2
I have no problem with people modifying DaRa files of their own accord to bring the mod up to current game spec. I DO have a problem with such updated versions of the mod being made publicly available.

Would it be more acceptable if someone made a data folder patch to drop into your mod rather than an altered complete version, and posted the patch in this thread rather than it's own post? so as to not displace your work in any way?

I love your mod, and wish I could play with it in the latest version, but lack the knowledge to update it myself for personal use. In any case, I'll be looking forward to when you do update this mod :) Thanks for all your hard work!

3
Bug Reports & Support / Re: Ai disregarding range increase?
« on: April 24, 2020, 05:33:34 PM »
Ah, perhaps it's just my misunderstanding then, and not a bug? Ether way, it's gotten really frustrating that they want to get as close as they can. I'm playing with a large number of fast ships with as long a range as i can manage, and with them all rushing in as close as they can to a target, i'm loosing ships to collisions instead of the enemy XD I've scrounged for every bit of extra range i can, but there own range has made no difference on how close they want to get to an enemy ship. so i thought it was a bug.

4
Bug Reports & Support / Re: Ai disregarding range increase?
« on: April 24, 2020, 04:54:04 PM »
here ya go, it's not as noticeable in vanilla as with stacking bonuses from mods, so i made a quick edit to put the targeting supercomputer on the starting apogee to show an extreme example. took off the mining blaster so it should only use the lasers for it's range, and yet... it's closing in so so close for no reason...

[attachment deleted by admin]

5
Bug Reports & Support / Ai disregarding range increase?
« on: April 24, 2020, 03:28:33 PM »
I've noticed with much frustration that ships don't seem to use the extra range from targeting cores and advanced optics, instead sticking with the default weapon range for it's preferred range :( Anyone else notice this or is it just me?

6
So, small bug, if I purchase supplies, marines, or armaments during a rebellion, it's possible to make rebel strength negative and cause a NAN error making the rebellion never resolve.

7
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 23, 2020, 12:46:30 AM »
Hey, I had the lobster quest appear in Umbra, but went to check my reputation in case there would be an impact, and it disappeared and won't come back :(

8
Bug Reports & Support / Re: PSA for AMD cards with low FPS
« on: April 22, 2020, 06:10:56 PM »
Yes, I have an HD 7900. And yes, I'm lucky enough to be able to get the old support official drivers (2014) Since you have a newer card, you'll need to try either a wrapper to translate opengl to something amd supports, or get a third party driver. It's honestly ridiculous that amd isn't supporting hardware acceleration for opengl even if there is something they considered "better"...

9
Bug Reports & Support / PSA for AMD cards with low FPS
« on: April 18, 2020, 07:26:52 AM »
Hi! I've been puzzled for a while over low fps when my system isn't taxed at all, and finally found a solution, at least for my case. your mileage may very.

Everyone knows AMD has issues with openGL, but the miserable 10fps with all my gpu power free was perplexing. After much time and research, it turns out NEWER drivers DO NOT SUPPORT opengl hardware acceleration AT ALL! dropping it in favor of vulkan.

After uninstalling my drivers and searching high and low for the older catalyst drivers i'm now running at 60fps with catalyst 15.7.1! it's still a little buggy as AMD sucks at openGL but it's truly playable for the first time since my purchase.

If there are not older drivers for your card, there are two more options I've not attempted. The first is to find a openGL over Vulkan wrapper(something still highly WIP) and the second is to switch to Linux and get the RadeonSI driver form Mesa. The RadeonSI driver blows the official drivers away, in some cases giving a 300% improvement. it's just a shame that that performance comes at the cost of the windows OS.

10
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« on: April 17, 2020, 10:59:50 PM »

An idea I had was an industry that exports exotic wildlife from jungle planets for credits. If free port is enabled, there could be additional revenue from allowing people to hunt rare/endangered animals. This would be a reason for the player to use terraforming to create a jungle world, especially if that planet lacks good resources for other industries.

Right now, I'm contemplating implementing:
-Hydroponics
-"Sin industry"
-New version of Drone Control Nexus per #4
-Organ production industry
-Wildlife export industry

Thoughts?
I for one would love to see planet type exclusive industries like big game hunting on jungle worlds, perhaps something for Inimical Biosphere? water worlds? and leisure facilities in general with different perks and drawbacks. I could see leisure for the elites consuming greater resources or having special requirements while yielding political and economic benefits, and entertainment for the common folk influencing stability or pop growth. Expanding the depth of player pirates with an illicit "Sin industry" in the system would also be... interesting.

(small fix for clarity)

11
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: October 12, 2019, 03:26:00 PM »
So, by changing a couple config options, I can get remnant worlds to spawn in random sector, buuuuut the planets kind of stop existing and are hidden in the intell list of planets and stations. Only the station keeps existing at all in the campaign, irbiting an empty space. If I transfer a colony to remnents it works fine. Anyone know what I'm doing wrong? Or if there's a way to make remnent worlds spawn out on the rim like some hidden pirate bases do?

12
Modding / Re: keep getting this crash
« on: September 26, 2019, 10:34:56 AM »
For the moment i'll add the jump points back in, and see if i can hide them from the player. after all, so long as the jump point can't be seen, it may as well not be there. I know how to do this in system, but would not registering a hyperspace entity for the jump point still cause the pathing crash?

13
Modding / keep getting this crash
« on: September 26, 2019, 10:10:22 AM »
I think i broke something when adding star systems without jump points. the idea was to make systems you needed transverse jump to gain access to, but now i'm getting this crash.

Spoiler
841357 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.RouteLocationCalculator.getTravelDays(RouteLocationCalculator.java:54)
   at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.updateRoutes(TravelStage.java:43)
   at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.notifyStarted(TravelStage.java:34)
   at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:221)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.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(Unknown Source)
[close]

14
Modding / Re: [REDACTED] systems
« on: September 21, 2019, 05:21:36 PM »
Where did you put the new file?

15
I'm still new to the game, but so far I've found that a slower more careful combat plan is not just doable, but incredibly effective. It requires cycling ships, and maintaining formation is really difficult, but it works beautifully when it works.  Honestly, my only complaint is how difficult it is to keep everyone in formation.

Pages: [1] 2