Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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 - Captain Trek

Pages: 1 2 [3] 4
31
Mods / Re: [0.9.1a] Vayra's Ship Pack v1.1.2b - TWO HOTFIXES 2019-12-12
« on: December 13, 2019, 02:13:09 AM »
Unfortunately, the latest version of the mod is still broken. ^^;


32
Fair enough. Well in that case I hope the base mining strength of the ships that did have the nodes comes down accordingly, since these ships would now logically be more reliant on player-installed equipment.


33
Mods / Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
« on: December 11, 2019, 10:23:59 PM »
Nice work. Seems to be quite functional for what just a few days ago was a years-dead mod. Just a couple of small things, though - volatiles are way too available and cheap on Iolanthe because of Mayorate's terrible access, and several of the faction's missile weapons don't have their speed and tracking values listed in their codex entries.

34
So I've been looking into how various mods interact with Nexerelin's mining mechanic, and it seems like you've manually assigned mining strength to ships that have mining beam nodes, rather than giving the beam nodes themselves a mining strength. All well and good, but currently the Sturmovik (S) doesn't have any mining strength when it seems very much like the sort of vessel that would have some.

Also, considering its name and surrounding fluff, have you considered asking King Alfonzo if you could use his "Junker" mechanic from Hazard Mining (wherein ships gain OP the more d-mods they have) for the Junker-class gunboat? :V

35
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.5
« on: December 11, 2019, 05:48:26 AM »
So I'm looking into how various mods interact with Nex's mining mechanic and it seems to me that the Caravan could stand to have about half the mining strength it does now. 50 is a bit much for a ship that already has quite a bit else going for it and considering the mining strengths of other ships.

36
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: December 09, 2019, 05:25:04 AM »
So I started looking into how various mods interact with Nexerelin's mining mechanic, and I think the Reaper's mining strength might be a bit over-zealous. ^^;

Figuring about 10 strength for the welders (that's 2 strength per, the same as mining pods. I really doubt these things could manage more than that) 15 for the TNTs (3 per, which is frankly generous), 30 for the drill (since it's a dedicated mining device, compared to 20 for the "proper" weapon that is the Hammer Barrage), and 16 for the capital-sized gantry (I've also suggested to Alfonzo that 16 is probably the upper bound for a capital-sized gantry, considering the Salvage Rig's destroyer-sized gantry only provides 4), that'd give us 71. Rounding that to 70, we get a somewhat more reasonable value than the current mammoth value of 160. This would work well with my suggestion of lowering the Fishkill to 16, since the Fishkill has the option to install lots more mining strength weapons and fighter wings, whereas the Reaper does not.

37
Bug Reports & Support (modded) / Re: Fatal issue destroys the game slowly
« on: December 09, 2019, 01:41:17 AM »
Question: can you tell/do you remember where the extra launch time is spent? Does the bar itself move slower, or is all of the extra time spent after the loading bar fills in completely?

It seemed to me like the normal loading process is just dragged out, but here's a detailed breakdown. Interestingly, it only took about five minutes this time, less than the eight minutes it commonly takes with this particular modlist when the issue is present, but still more than the two or three normally taken:

90 sec: Frozen before bar begins to fill
05 sec: Rapidly fills under "s" and "t"
30 sec: Frozen under "t"
35 sec: slowly fills under "a" and "r"
10 sec: quickly fills under "s" and "e"
65 sec: slowly fills remaining letters
65 sec: Frozen after bar completely full

38
Bug Reports & Support (modded) / Re: Fatal issue destroys the game slowly
« on: December 08, 2019, 02:02:31 AM »
If you check starsector.log, it should have a stack trace which might point you towards the cause of the current crash, at least; not necessarily the overall culprit.

This seems to be the relevant portion of the log:

124714 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.io.FileNotFoundException: ..\saves\common\foo.txt.data (The system cannot find the path specified)
java.io.FileNotFoundException: ..\saves\common\foo.txt.data (The system cannot find the path specified)
   at java.io.FileOutputStream.open(Native Method)
   at java.io.FileOutputStream.<init>(Unknown Source)
   at java.io.FileOutputStream.<init>(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Ó00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.writeTextFileToCommon(Unknown Source)
   at com.github.isturdy.automaticorders.AutomaticOrders.onApplicationLoad(AutomaticOrders.kt:46)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

The contents of the saves/common folder from an install where the launch is slow could also be helpful in figuring out the issue. Nothing else in the saves/ folder could conceivably have any impact on application loading times.

Considering I wiped both the actual save games and the data in the missions folder to no effect, that definitely appears to be the case. Here is the saves/common folder that was (seemingly) causing the trouble:

https://ufile.io/sm852d08

39
Bug Reports & Support (modded) / Re: Fatal issue destroys the game slowly
« on: December 07, 2019, 12:09:26 AM »
Edit: if it's a "launching the application" issue

It is.

Morgan was going to try installing a new copy of the game on a partition, and I got tired of waiting for him so I just wound up doing it. This, it turns out, does fix the issue. Not only that, but I decided to try copying the contents of my mods folder over from the old install to the new one, and load times with a particular modlist select remain comparable to what they were with the previous install before the issue cropped up. So it seems that Morgan's experience of duplicating the issue on a new PC by transferring old save data across is borne out, and the issue lies somewhere within the save data.

I'm next going to try overwriting the saves folder of my old install with the saves folder of the new install and see what happens.

EDIT: Removing the "saves" folder from the old install and copy-pasting the "saves" folder from the new install seemed to resolve the issue on the old install... except that close to the end of the loading cycle, this happened...


40
Bug Reports & Support (modded) / Fatal issue destroys the game slowly
« on: December 06, 2019, 04:51:42 AM »
In a classic case of "why me?" of the sort that seems to be a weekly occurrence within my cursed family, I've encountered a fatal issue that only one other person on the Discord, Morgan, professes to have encountered before.

What's happening is that I've realized that every time I load up the game, it loads up more slowly the next time, even with the exact same set of mods active. A modlist that once took less than a couple of minutes now takes over eight. There appears to be no way of halting or reversing this degradation, as Morgan reports that not even a complete reinstall fixes it. Morgan also reports that the issue can be transferred to a new PC by transferring across a save file from the old one. However, removing my save files on the current install did not resolve the issue.

It doesn't take a great deal of imagination to realize that, as this process continues, the game will eventually become unlaunchable. I guess this is my reward for working tirelessly to try and assist the modding community...

Without a solution to this issue, this is likely where my Starsector journey ends.

41
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Mulligan Ed., 0.2.2b)
« on: December 01, 2019, 08:55:13 AM »
The Gremlin and Nessie have it, so it would make sense for the Mulligan to also have it. I think the bigger issue, however, is that the Mulligan's DP cost should probably be a bit higher purely on the strength of the phase cloak, in the same way that the Gremlin and Nessie are 6 and 24, higher than most frigates and cruisers respectively (though lower than the Afflictor and Doom's 8 and 35) despite being certified garbage. Given that prv's Fasklot is 13 and prav refuses to increase it, you could probably get away with 12. 12 would make it more-expensive-than-most-but-not-all-destroyers in the same way the Nessie is more-expensive-than-most-but-not-all-cruisers. Also, 6 for the FF Gremlin, 12 for the DD Germlin, and 24 for the CA Gremlin just feels kinda poetic.

EDIT: This technically counts as a synergy with Tahlan for the purposes of my upcoming mod guide, by the way. :V

42
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.10b
« on: November 28, 2019, 03:35:02 PM »
Ah, yeh, it's probably cause Legio is currently tagged as a pirate faction, but since I disabled their base building behaviour, I should set them back to a normal faction.

Will they be able to have diplomacy when you do that? I fear if they can't broker peace with at least some of the many factions they're hostile to initially, they may wind up getting bullied in many campaigns, despite having strong home defences. Kadur's ability to make peace with at least some of their laundry list of foes is the only thing that keeps them alive sometimes...

43
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: November 24, 2019, 07:49:59 AM »
I'll take your words for it.

44
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« on: November 22, 2019, 12:21:18 PM »
The DP increases for the Chary and Elysium seem like they might be a touch over-zealous, and I also think you could still stand to delete the light industry from Stillness, but very nice work on this update overall.

A few other random thoughts:

- It kind of amuses me that phase ships are both SRA and prv's "one".

- When I played the Thresher mission, it just felt awful to fly, and like it couldn't begin to measure up to something like a Falcon.

- The Enil seems kinda undergunned compared to the Wolf.

- It seems odd that the Inanna is 5 DP when the Brawler and Southpaw are 4.

- Shouldn't the Gugnir be hidden in the codex?

45
I noticed a curious bug - damage dealt by the heavy pulsar cannon weapon from Interstellar Imperium is not kept track of, reading as zero even though I quite specifically watched my ship blaze away at the enemy station with it.

Pages: 1 2 [3] 4