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

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Topics - n3xuiz

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46
Bug Reports & Support (modded) / getting error loading my save
« on: January 22, 2020, 11:37:10 PM »
i have a modded game with about 40 mods

and now when i try to load i get an error in the main menu:
https://www.dropbox.com/s/b2u7n5syht5f0qo/230120_screenshot003.png?dl=0

starsector.log:
https://www.dropbox.com/s/ic4u8m830uxz8zj/230120_starsector.7z?dl=0

savegame:
https://www.dropbox.com/s/3b8dik2o113pzzj/230120_save_enyocote_8970592327689169301.7z?dl=0

my modlist

sorry but since i can't load the game i'm not sure exactly which mods are not up2date i'll make a better modlist sometime soon.

also i have had this happen before. back then i was too lazy to post but could start a new game with the same mod folder no problem.


edit1: made a modlist by copying what is written in the version checker:
https://www.dropbox.com/s/k1fzh93qn5qc1fw/starsector_modlist_230120.txt?dl=0
is there a better way than to write down everything by hand? because i'll problably make some mistakes at some point also i'm lazy.

47
General Discussion / orbital ring and planet conditions
« on: January 19, 2020, 01:41:50 AM »
i recently started experimenting with planetary conditions and changing planets using console commands. the way i play at the moment is i just want one perfect planet and then i make a grand fleet to destroy my enemies. the huge cost of the crew and marines usually offsets the income i get.

so i add a orbital ring to my planet. but it doesn't show up except in the top bar where the conditions are. i'd like to "refresh" the planet image so it does just like nauvis and that one coalition world.

in a savegame with hardly any mods except console commands and a few utilities changing planets like arid to jungle instantly changes the image of the planet but not in my current save (with lots of mods).

my modlist

any idea how i get the ring to show up or is that just not possible?

48
General Discussion / a good frigate / small ship
« on: January 17, 2020, 08:53:24 PM »
the way i've played starsector is rush through the early game and go for bigger and better ships. before mods that meant onslaught and paragon. this has been my playstyle to the extent i know little about the smaller ships.

i am looking for a small ship that i can deploy and that can hold its own in battle. i saw some on streams but i can't recall their names.

my modlist
if you can recommend any that are small and deadly (and if possible also can stay in the fight for more than a minute) that would really help me round out my fleet. because i have everything else now i just need a fast ship that can pick off the things my battleships are too sluggish for.

49
i have a lightly modded game running on my laptop (since its not really designed for games) and now my own system patrols keep trying to scan me while i'm in orbit around my planet.

my transponder is turned on.

also i sometimes loose relationship with the captain because they think i'm smuggling. a message sometimes goes like "suspicious cargo detected" even though the only items i have in my inventory are supplies, fuel, crew, marines and heavy machinery none of which are illegal afaik.

sometimes i leave my fleet in orbit just to pass time and get some money. during that time i have the infinitefuel and infinitesupplies turned on so i can safely go afk without my fleet blowing up.

my modlist:
Spoiler
Autosave (v1.1)
Console Commands (v.3.0 WIP 7.6)
GraphicsLib (v.1.4.1)
LazyLib (v2.4e)
MagicLib (v.0.2.8
Portrait Pack (v.1.5)
SkilledUp (v1.1)
SpeedUp (v0.6)
Version Checker (v.2.0)
Kadur Remnant (v.3.04 vs v.3.1)
Starship Legends (v1.3.1.3 vs v1.3.1.4)
Vayras Sector (v3.1.1 vs v 3.1.2)
and the Ultra Drive Field Stabilizer mod i requested some time back (http://fractalsoftworks.com/forum/index.php?topic=17550.msg276578#msg276578)
[close]

my save:
https://www.dropbox.com/s/082vivrndoqywtb/save_lindseycallisto_1957776184685993825.7z?dl=0
my starsector.log:
https://www.dropbox.com/s/6pqxixqy21bile4/160120_starsector.log?dl=0

edit:
a screenshot from a scan:
https://www.dropbox.com/s/zzxbb5u68ynrv8f/170120_cargo1.png?dl=0
and then of the inventory just after:
https://www.dropbox.com/s/izl6x7t7r7b6zva/170120_cargo2.png?dl=0

edit2:

also happens with a new savefile with the same mod loadout only now i am comissioned (with AI research mandate) and i actually take hits to rep (which is thankfully impossible with the player faction). its at the point where i go out of my way to avoid my allies because they might scan me. annoying really..

50
General Discussion / settings.json questions
« on: January 15, 2020, 02:32:28 AM »
i've been looking at the settings.json file and have some questions:



"oneClickJumpPoints":false
does this mean i don't have to confirm every time i try and go through a jump point. because early game its important because the danger of enemy fleets but in the endgame its just tedious.


"compressSaveGameData":false
can i turn this on? seems to me that it would be nice to have it save faster since i run a bunch of mods. is the warning below it related to the compressed save or the "enableScriptCaching":false? because from the spacing it seems to be the latter.


"maxCombatZoom":2.0
i once accidentally had devmode enabled when starting a battle and i quite liked the idea of being able to zoom out more. as far as i could tell it didn't tank performance. i also used to like supreme commanders feature of being able to zoom out very far. can i set it higher without breaking the game? how far does it go in devmode?


as i said before i run a bunch of mods and some of those also have settings.json files. do i have to change these settings in more than one place for them to take effect?
my modlist

51
Modding / creating a hullmod mod out of the ox ability
« on: January 01, 2020, 07:25:01 PM »
i am new to starsector modding. the only "modding" i have done so far is to make the caliph craftable via deleting some code in the kadur mod.



i have most of the updated faction mods installed and have a fleet full of dreadnoughts and battleships and other capitals in general. now these sometimes have a burn level as low as 6 and i don't want to keep having to use my precious fleet slots for ox tugs (currently have 4) and also not spend 40 points for the enhanced drivefield hullmod.

i want to create a "cheat" mod that is a copy of the tugs special ability but instead it costs 1 point and has idk 10 burnlevel so after installing it i would always have 20 burn level regardless of my fleet ships. and those ships i then could outfit for combat effectiveness instead of overmap speed.



are there tutorials for this or anyone have an idea how i'd go about it?

then finally i'd like this hullmod to be able to install in any ship and have it working in a existing savegame.

can this be done?

52
General Discussion / build caliph class superdreadnoughts
« on: December 29, 2019, 03:33:30 AM »
by far my favorite ship in the game is the caliph ever since i captured one in the 1mio. kadur bounty. at first i was sad because taking down that fleet killed most of my onslaughts and my then flagship paragon but soon i'd make the caliph my flagship (after repairing 2.3mio worth of d-mods)

now i want to produce them in my fleet composition. i know it goes against the canon of the mod and it would be insanely OP but still..

i've seen it on a list somewhere aka not eligible for blueprint or some such. can i remove it from that list and then find / spawn in a blueprint for it? or would i have to make more complex modding for this to work?

Vayra if you read this you surely know how right?
anyone else?

53
Suggestions / safe transfer / save importing / new game+
« on: December 17, 2019, 01:50:14 AM »
i understand this is a unfinished game and that having save compatibility is highly unlikely to begin with.


when i started playing Starsector again with the .9 update the safe transfer mod is defunct. also oftentimes mod updates break saves and i have to start a new run. not necessarily a bad thing at all since replayability in a game is very important and (like kenshi) i have gotten more hours out of this game than many "AAA" titles.

i also appreciate having a console where i can (with a few minutes of time spent) replicate my fleet in a fresh savegame.

BUT:

i'd love to have the option of importing / transfering my fleet into a new save file. i tried to read the XML file to just "copy-paste" the right lines of code but i'm not good enough to manage it. can this be included in the game?

54
Suggestions / colony suggestions, growth incentives and colony presets
« on: December 17, 2019, 01:45:02 AM »
i really enjoy this game in vanilla but now always play with Nexerelin mod where i can play a more 4X style of gameplay.

some of my favorite games include: Distant Worlds, Stellaris, GalCiv series and other 4X games. while i love combat in this game i also like to RP and build my empire. so while in the early game i only have a few colonies in the endgame i have a dozen active at a time and once i've maxed them out i grant them autonomy or gift them to other factions depending on my run.



but before this happens i have a lot of micro (which i don't like once it becomes very repetetive):

i have to keep adding growth incentives manually even though at this point i'm swimming in cash. can i not have a toggle to automatically spend all my money on this. with a warning: "hey this will drain all your cash beware!"

then i'd also like to have a option making a preset for colonies (for example the free port status)



lastly i have many mods and some add colony buildings. in many of the 4X games you have a system with slots for colony buildings. i always disliked this. i understand for the sake of balance the industries limit but sometimes i just want to:

a) create a super-colony with more that the allowed amount (just for RP maybe have only a single colony to balance it)
b) i build modded buildings (which often don't count against the industries limit)

so my request: make the frame where the building pictures are scrollable so i can assign AI cores to all installed buildings.

with the many mods out there and more sure to come once Starsector hits 1.0 i think there will only be more building types added in the future so making this change to the interface makes sense imo..

55
General Discussion / optimal vmparams settings for me?
« on: December 14, 2019, 05:29:45 AM »
my vmparams file right now:
Spoiler
java.exe -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms2500m -Xmx4000m -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]

especially intersting for me:
-Xms2500m -Xmx4000m -Xss1024k
these are the only values i changed. because due to my modlist i had issues with a full memory that didn't allow me to save. now this problem is gone and i'm looking to optimize my settings. i run 500 battle size as of today and don't plan on reducing it.

my specs:
i5-8600k, 16GB DDR4-2400, Samsung 970 EVO 512GB (C:/) <- Starsector is here, GTX 970 with 4GB VRAM

56
General Discussion / battle size question
« on: December 14, 2019, 02:21:34 AM »
i want to deploy 200 deployment points worth of vessels into battle so i set the battle size to 400 in the options (thinking it would divide by 2 and i'd get my 100 points)
 
but at the start of the battle i only have 160 to spend.

how does battle size work?

do i need to restart/reload for it to take effect?

edit: correction i have 167 in the next battle.

57
General Discussion / description change of jangala
« on: December 13, 2019, 04:02:39 AM »
i was orbiting jangala when it was taken over by the Persean League. now it has a different description. as i quite like these flavour texts i was intrigued. is this added on by a mod? are there more?

and if there are can i view them in bulk in the files somewhere?

my modlist

58
General Discussion / spawn a remnant nexus?
« on: December 06, 2019, 02:01:21 AM »
in my recent playthrough i found a great system with 6(!) remnant nexi and a single planet with orbital rings and 100% hazard rating. so the remnant don't attack the planet and provide nice protection against those pesky hegemony AI inspectors. but now after about 10 years someone managed to destroy a nexus. i still have five to spawn fleets but i want to know:

can i enable devmode and spawn a nexus into this system?


or is this impossible and maps can only be generated at game start and not changed after?

my modlist:
https://www.dropbox.com/s/r45pnbsshvkt8p9/starsector_mods.png?dl=0

59
General Discussion / Domain-era Cryosleeper not found
« on: December 03, 2019, 05:43:33 AM »
i just finished surveying all systems in my sector. i went to all planets and to all sensor signals. checked every domain probe. the whole time i had the reveal console command on giving me ~2Mio. Detect Range.

i didn't find any Domain-era Cryosleepers. not the two i was promised. none.

my modlist (in case any interfere):
https://www.dropbox.com/s/r45pnbsshvkt8p9/starsector_mods.png?dl=0


is there anything that can be done, except re-exploring all systems? a console command to point me to them? this is my sixth run and i've never come across a cryoship. its one of the few pieces of content i have not experienced..

60
General Discussion / ship transfer across saves
« on: December 01, 2019, 09:35:43 PM »
some mods i have installed have gotten updates (that break the save so i didn't update yet)

but i want to.

so i guess i'll have to make yet another new save.

i have a ship i want to take with me to my new save.

how can i do that? i read about save transfer but that isn't updated for 0.9.1a.

since the save is a xml file can i just copy/paste the relevant part into the new save file after i created it? its the first ship in my fleet.


edit: its a caliph-class superdreadnought so technically its several ship parts.

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