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

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Messages - DanJSC

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16
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 26, 2016, 09:11:39 PM »
The officer you start with doesn't count as an officer it seems. Accidentally put myself in his ship and when i put myself back in mine he'd vanished. Reloaded the save from an earlier one, when trying to reassign him he's just nonexistant.

17
Mods / Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« on: December 25, 2015, 06:28:23 PM »
..."talking to yourself"....

Could be interesting, could have player dialogue when making orders. If you have the player able to set their own 'personality' that'd be alot of different dialogue.

18
Mods / Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« on: December 24, 2015, 03:56:39 AM »
To be fair, that does look like a ship a grizzled, old lady space vet would use.

19
Mods / Re: [0.7.1a] Combat Chatter v1.0
« on: December 23, 2015, 09:50:32 AM »
Sorta makes me think of the battle chatter in games like Homeworld, S.P.A.Z and Gratuitous Space Battles. Looks pretty damn neat.

EDIT: Oh, i forgot to ask. Will/does the system define chatter differently based on crew skill, so green crew are more likely to speak in all caps with curses in their message, where as Vet or Elite crew are far more calm. (Eg, overload) So, a green's 'HOLY *** THE PANELS ARE SPARKING, I CANT DO ANYTHING!' to a regular's 'Overload! Get us out of here now!' and an Elite's calm 'They've overloaded us, repeat, ship overload in progress.'

20
Tried allocating more memory for new mods, starsector's launcher doesn't seem to launch with any setting other than -Xms1024m -Xmx1024m. Not sure how to fix this.

I have exactly the same problems.  I was able to allocate more memory in SS 0.65.2a and I am unable to do the same for SS 0.7a.  Whenever I changed -Xms and -Xmx to 3g and 6g, launcher refuses to start after trying to run launcher program.  When I restored parameter back to -Xms1024m and -Xmx1024m, I am able to run launcher program.

UPDATE:  I solved the problems!  It turns out that I forgot to follow first 3 steps.  To anyone who is stuck with launcher not working after allocating memory by editing parameters, make sure you follow first 3 steps!  I am quoting the first post so you can see the first 3 steps before doing 4th step:


Step 1: Download and install 64-bit JRE 8 for your operating system here: http://java.com/en/download/manual.jsp.

Step 2: Restart your computer.

Step 3: Delete the folder Starsector/jre, then copy over your 64-bit JRE folder (usually called something like jre1.8.0_40) into the Starsector folder.  Rename the folder to jre.

Step 4: In the vmparams file, replace the text "-Xms1024m -Xmx1024m" with the memory you want to allocate to Starsector. The first number is initial allocation and the second number sets the amount it's allowed to grow to when the game needs it.  For example, "-Xms2g -Xmx4g" starts the game with 2 GB of memory and allows the allocation to grow to 4 GB later down the line.


Finish: Run starsector.exe as usual to start the game using 64-bit Java with newly-increased memory limits.  Enjoy!

Can confirm redoing these steps worked. Also seems to have fixed Blackrock Driveyards for me.

21
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 07, 2015, 09:58:06 AM »
Not sure if this is linked to any mod, but i only seem to get a blank screen with music playing, i can blindly press buttons but nothing seems to fix it.
Using BRDY with only Lazy & Shaderlib. I usually play in 1920x1090 borderless window but going full screen doesn't seem to change anything.

EDIT: Turns out allocating more memory to SS fixed this. I figured it already active but it seems SS reset the jre folder, didn't account for that.

22
Bug Reports & Support / Group battles & Deployment points crash
« on: December 01, 2015, 03:38:28 AM »
Game crashes upon entering a large group battle when your Deployment points setting is too high.
I assume this is due to too many ships being on-field since lowering the setting (from 400 to 200) fixes it.

23
Tried allocating more memory for new mods, starsector's launcher doesn't seem to launch with any setting other than -Xms1024m -Xmx1024m. Not sure how to fix this.

24


Deadrock Graveyards update, a ship getting a makeover (guess which)

Deadrock Graveyards sounds like a great name for a infected/zombie ship mod.

25
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: October 11, 2013, 10:31:53 PM »
Using .6a i've been getting this error shortly after starting. I chose to start in Gneiss and got a blackrock support frigate as my starter ship.

Code
18887 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
18891 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 239.18 MB of texture data so far
18892 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
19036 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
47795 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_FarseerYalinata_1526392010357387598...
49351 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
49650 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 317
50020 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 251.18 MB of texture data so far
50021 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
62306 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

26
Suggestions / Re: Heightmap for lighting effects
« on: September 28, 2013, 07:24:56 AM »
I can't say i oppose the thought of that. Hell, some brief fires on damage ships could be spawned from it and i am perfectly fine with that.

27
Suggestions / Re: Fleet harrying might be a problem
« on: September 25, 2013, 08:58:59 AM »
I'd love to see something similar to what happens in Mount and Blade: Warband; where if you're near a small enemy force with a large force of your own; and a large enemy force is also nearby, they'll pursue you and engage as a combined force. Perhaps even have them send SOS's which can be seen in the event list which can alert nearby forces or perhaps have a large force dispatched from the respective station to deal with the issue that is your force.

28
Suggestions / Re: Ship System Ideas.
« on: September 25, 2013, 08:55:02 AM »
No no, it's good. I was talking about lore-wise how it'd work! :P

29
Suggestions / Re: Ship System Ideas.
« on: September 24, 2013, 04:06:29 PM »
I like the idea, how would it make it's way into the enemy ship's systems since it's in space? I was tempted to incendiary rounds for the same reason, though that's more likely to just make volatile parts of the ship explode.

30
Suggestions / Ship System Ideas.
« on: September 24, 2013, 03:37:09 PM »
Post your idea's and i'll add them, if for once i'm not a lazy ponce. Even subtle changes to existing ones are fine for the list. It doesn't matter how crazy or impossible they are; they're only suggestions after all just try to make them balanced.

It's helpful if you use this, but in a fashion similar to how they're listed is okay too.
Code
[b]Name:[/b] Can have more than one here.
[b]System Timer:[/b] Charge based? Regenerating or not? Cooldown? Etc!
[b]System Purpose:[/b] What's it for? Also what type of system is it under?
[b]System Description:[/b] Give a little story if you want, is it based of something else? Perhaps who made it? (For the sakes of suggestive aid; keep it outside of mods (Though you don't have to)) Perhaps even how it works?

Offensive Systems

Spoiler
Blast Engines[Cooldown Based]:
Causes a sudden burst in engine speed for one purpose. Now you can yell 'Ramming Speed' as you use your ship as a space hammer.

Overdose[Cooldown Based]:
Raises maximum flux significantly for roughly five seconds. If you go above the original cap; you'll have to vent all that extra energy at an additional flux 10% slower speed.

Plasma Sabre[Regenerating, charge based]:
A series of plasma jets may not seem that impressive in theory, but this setup is set in such a way that it'll form what's essentially a plasma blade in front of your ship. May or may not be named by pirates as the 'Space flamethrower.'

Grinder Drones[Non-regenerative, swarm mentality]:
Essentially small mining drones fitted with the biggest tractor beams they can have, it's just a tractor beam with an engine guys! The host ship for this system has a huge grinder on some part of it; be it the front or side/s. These tricky, shifty little drones will latch on the small to medium sized prey and drag them towards the host's grinder. Though they're not much use against shields, they can easily get behind a foe and start trying to drag it around and likely shifting the broadside away from you! Relies on large numbers.
[close]

Defense Systems:

Spoiler
Crisis Drones [Charges]:
Although standard shield generators are seen as more effective, this drones take into the old 'Sword and Board' tactic that's been around since medieval times and has stuck around in riot shields and such similar devices and roles. A broad; thick armour marks the front of these drones and a small machine gun sits in a small enclave of the shield's surface. Holding pattern settings cause these to form a line between it's host and the nearest target.

Solar Talons [Charges]:
Many flare systems are simple in their design; Tri-tachyon scientists felt there was still room for improvement. These flares not only have a long flight time, they also turn towards enemy ships and then hit the missile that trails them with a sudden EMP pulse. If you're lucky, it'll bite the ship that launched it.
[close]

Utility/Support Systems:

Spoiler
Serenity leash[Cooldown after breaking]:
A stream of energy that can be simply described as a Grappling Hook but with energy, the main difference between this and the Tractor Beam is that the leash can bend, not stretch, but you can enjoy tug of war-like battles with these ships. Unfortunately though, the ship has the pour energy into this system during it's use; generating a fair amount of flux as a consequence.

Rapier Jets[Regenerating Charges]:
Named after the weapon of olden time fencers; these jets dotted around the ship offer sudden bursts of movement in whatever direction the pilot chooses, certain pilots tend to prefer this over
phase skimmers.

Phase Telesphere[Single charge, slow regen]:
Like a phase teleporter only bigger; this ship dedicates an unusual portion of it to a extra large phase teleport system to shift small groups of ships around the battlefield, whether friend or foe. It only effects a somewhat small radius around it, and can cause 'phase boom' or 'phase feedback' in an area around the teleport radius. Useful for separating enemies from allies, enemies from bigger enemies, etc!

Scrap drones[Many Charges]:
Small, weak and expendable; In free mode, these drones launch themselves at nearby allies and latch onto the hull. You may think 'What use is this?,' but you can never have enough armour nowadays.
In holding pattern, they form small walls around your ship.

M.A.N.A Pulse[Cooldown; Drain % based on ship's unused flux]:
This system sends out a pulse that returns to the ship after a few seconds; draining a set amount of flux from nearby ships that varies upon hull size and feeding it back into the ship that holds the Aegis system. Be warned, the pulse drains flux from enemy ships, but to a lesser extent.

Alternate Flux Capacitors[Toggle/Switch]:
An odd choice; ships with this system in tend to have low flux capacities but trade that for the ability to switch the destination of flux build-up.

Reflection Settings[Toggle; Flux Buildup]:
Although this builds considerably more flux than standard shield; it allows your shield to 100% reflect whatever is thrown at you. It's calibrated to catch and repel rounds as well as reflect beams and lasers!

Plasma Web[Charge Based]:
The plasma jets on the front of this ship are easily confused for the Plasma Sabre, it functions in the same way, but instead uses the same system to project shields to form a plasma shield of sorts that'll slow anything that manages to actually pass through it and weakens it (While the web dissipates to some degree each attack it's hit by, and it'll stick to whatever ship passes through it; slowing them!). It's considered useful to it's much larger radius and the fact you can't crush allies within your shields on large ships. Plasma Webs don't follow your ship, so you can create walls to shield your more unarmed ships, consider what to protect with it; as it affects allied fire too.
[close]

Current System Suggestions:
Spoiler
Fortress Shield[Graphic Change]:
Graphics change to something similar to reinforced glass rather than just turning darker; example image here.

Flares:
For talons perhaps? Mining drones?
[close]

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