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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - DrTechman42

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31
Hello, I'm getting a CTD when shooting from the remnant gauss cannon with an error text of "Fatal: Texture [trails_trail_zappy] from category [fx] not found. Check starsector.log for more info"
The log:
Spoiler
256789 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [trails_trail_zappy] from category [fx] not found
java.lang.RuntimeException: Texture [trails_trail_zappy] from category [fx] not found
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
   at data.scripts.plugins.MagicAutoTrails.createTrailSegment(MagicAutoTrails.java:143)
   at data.scripts.plugins.MagicAutoTrails.advance(MagicAutoTrails.java:132)
   at com.fs.starfarer.title.Object.L$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

The actual png is indeed named differently, but I'm not sure if it will fix everything. What do I have to edit to fix is (what file is responsible for the trail)?

Disregard that one, The problem was solved after installing Trailer Moments.

32
Suggestions / Re: Players starting their own R&D
« on: April 30, 2020, 11:50:02 PM »
Sector here is just like any planet in Rimworld: you trapped here, but can research to break free.
This. We actually have multiple situations of collapse, like Kenshi and Rimworld, where R&D (or no D) still goes on. We are already capable of building a ship (after finding a blueprint) and proudly saying "I've built this!". Why not to make a step further and say "I've created and built this!"?

Right now, we have Economy, Warfare and Diplomacy (with the help of Nexerelin). Why not to add another layer?

Also, remember the quest for an academic that asks you to get him an Alpha core? Some stuff is going on already; we just can't interact with it.
We can go even deeper. We can create two paths: 1) go on your own 2) let the AI go on and use the result. 1) can take a huge amount of time and money; 2) can be faster and cheaper, but it could lead us to Crying Suns scenario.
 
What you're suggesting sounds more at-home in a 4x game.

You sound like that's something bad (made by the 2000+ hours in 4X gang)

33
Suggestions / Re: Players starting their own R&D
« on: April 29, 2020, 07:24:33 AM »
What is my army doing goofing off at my colonies?
Garrison?
I do understand the problem though. Here we are entering the part of lack of engagement/too much micromanagement. I (being a fanatical technophile) am more than capable of sinking hours into that mechanic just because it appeals to me so much.
Fetching? Maybe too much. Hunting exotic stuff in the red beacon star systems? That's the goal for a few paragons in a single fleet.

34
Suggestions / Players starting their own R&D
« on: April 29, 2020, 06:30:38 AM »
I understand that such suggestions have already been made, but the most recent one is six years old, so I wanted to see if anything has changed.

So, you have a colony that is a home to a few million people. You have established industry with ships full of goods flying here and there between the worlds of your faction. Why not to gather the brightest minds of these worlds and start a small Research and Development department and put all those vast ruins filled with Domain technology to use?

This being said, after a certain threshold for the infrastructure has been met, the player is given the ability to start refining (and maybe even creating something completely new) stuff. That should be an industry with significant upkeep (to justify the fact that the other factions aren’t doing this too) and that is only buildable on worlds that are large enough. You can start different projects that would enhance the efficiency of either the industry or the military. That could range from Stellaris-like +X% to something to some new and exotic mechanics.

For example: I want to invent a new weapon. First, I pay a substantial amount of money to start the process. Then I am given a statblock for the weapon and the ability to choose a model of the weapon. That could be a few models to choose from (just like the faction flags) and be completely cosmetic or the model could be defined by the stats of the weapon (too difficult to implement though). The stats can be made by using a points pool system and the amount of points can be varied depending on the funding of the R&D (if you want a true wunderwaffe that completely matches your playstyle you’d better be able to pay for it). Once you set up the project, the R&D should start posting you different missions to keep the project moving (we want it to be an engaging lategame experience, right?). Something like “Get us a bunch of transplutonics” or “Hey, there is a red danger beacon nearby, can you go there and scan a few ruins for us?” or “We need to learn more how do the [Redacted] work, can you please go and fight a few of them? Be sure not to destroy it before the scan completes.” (Forcing you to either to out maneuver or to tank all the damage in the process).

After you complete a project, in order to build something you have invented you will need to pay in resources, not only money. It is so because it is almost hand-made and not a simple blueprint that can be easily 3d printed. Maybe you could toss a few Alpha-cores for a few months to make a blueprint.

That’s it. I see it as a long-term investment of time and resources for the players to watch after with a reward that would be worth it. The player’s skills are also likely to affect the process. It also could be nice if there would be some interactions with the other factions. For example, a pirate lord says that he has what your R&D wants and agrees to sell it to you for a large sum of money. You come to an isolated star system far away from the core worlds only to be ambushed by that pirate “We’ve lied that we had had that thing, but you do have the money we want.”
 
Sorry for any mistakes in terms of English. Hope to hear your thoughts and additions.

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