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 - n3xuiz

Pages: 1 ... 11 12 [13] 14 15
181
General Discussion / Re: Max Computer Specs
« on: December 20, 2019, 01:21:50 AM »
i have 16GB in total. what happens if i assign all of it to starsector? because i currently have it capped at 6 and i've seen it go as high as ~5GB. i don't want to run out of memory as that would introduce a different kind of lag.

182
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?

183
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..

184
General Discussion / Re: Max Computer Specs
« on: December 16, 2019, 03:06:18 PM »
whats interesting for me is i get many hours of 60fps in the "overmap" but if i have battles (and especially long battles like dickerson) my fps afterward goes in the toilet. like i had 10fps in a empty system. maybe some garbage collection issues after battle. and also sometimes i click too fast in the dialogue windows and the game slows to a crawl. just my 2 cents on performance.

apart from that i love the game!

185
General Discussion / Re: description change of jangala
« on: December 15, 2019, 05:42:01 AM »
very nice and thank you for your work!

186
General Discussion / Re: battle size question
« on: December 14, 2019, 06:53:40 AM »
in normal battles yes but i've been fighting Dickerson Fleets and no matter how many ships i destroy my DP are static.

187
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

188
General Discussion / Re: battle size question
« on: December 14, 2019, 02:43:56 AM »
thanks. i will try it right away.

189
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.

190
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

191
General Discussion / Re: Max Computer Specs
« on: December 13, 2019, 12:06:09 AM »
so it might be that with my modlist a GTX 970 with 4GB VRAM isn't enough? i will play a few hours and check the VRAM load in taskman then..

192
General Discussion / Re: Max Computer Specs
« on: December 12, 2019, 07:53:46 AM »
i run AIDA64 in the background and my CPU/GPU doesn't go over 75° C when i run the game and i hardly have anything running in the background.

as for the memory i sometimes check in the console and its always green 1.5-2.5GB out of 5 i think.

not all of my mods are updated though. might make a backup update and start a new run to see if that fixes it.

193
General Discussion / Re: Max Computer Specs
« on: December 12, 2019, 04:14:18 AM »
this topic interests me.

so i adjusted the vmparams file to accomodate my long modlist:https://www.dropbox.com/s/r45pnbsshvkt8p9/starsector_mods.png?dl=0
about 4-5GB now allocated. (before on default settings it failed to save with all these mods)

but the game always gets slow after a few hours of playing. i had the same issue with kenshi. after 4-5 hours FPS dropped and i had to restart.

also like kenshi this is singlethreaded(?) so upgrading my i5-8600k won't do me any good at all will it?

194
General Discussion / Re: spawn a remnant nexus?
« on: December 09, 2019, 01:44:29 AM »
no idea. but i noticed that they don't attack COPS fleets that tried to raid me. also i had a alpha core as a governor and lots of hegemony AI inspectors tried to visit me. maybe one of them managed it.

195
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

Pages: 1 ... 11 12 [13] 14 15