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Messages - ebolamorph

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31
Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 0.91a
« on: June 17, 2020, 12:04:15 AM »
 im getting an error using this mod, something about fighter thruster sm. lemme fetch the file. this forum will not lemme post that image in this post

32
Bug Reports & Support (modded) / got stuck in battle mode
« on: June 16, 2020, 02:19:22 AM »
was up against multiple sindrian diktat and diable avionics fleets. my mobile stations retreated but due to the amount of fighters on the field i got stuck in battle mode. why wont the enemy fleet engage my fighters?

33
okay, seems scy nation and nexelrein with freeport prism enabled causes issues

34
Thanks all! Hopefully I'll be able to figure something out soon.

@bolamorph: Yours is the first mod list I've received list that hasn't been huge, so it helps me narrow it down quite a bit  :)

@Nick XR: Yeah, I'll look for pretty much everything that's called after battle. The transience is the most distinguishing aspect of this issue imo, so that's been one of the key criteria I use to decide whether or not it's the same thing. I took a look at someone's heap dumps before and after the slowdown started occurring, and noticed that memory was bloated with almost five times as many instances of FleetMember and FleetData, which is strange because I would suspect that those things would persist through a save/load.

maybe you can help me with something. Now the game crashes upon launch. Know what mod does this?

35
Bug Reports & Support (modded) / game crashes upon launch
« on: June 15, 2020, 10:34:41 PM »
after i launch the game from the launcher it locks up. Are there any fixes?

36
General Discussion / Re: Speculation of the new phase Capital Ship
« on: June 13, 2020, 06:26:18 PM »
To summarize from the threads already mentioned (one was started by yours truly some months ago), there's certain properties of phase ships that have to be addressed:

1.) Phase effectiveness is an inverse of ship size, i.e. smaller ships benefit more from it than larger ship
     1b.)The ship system, therefore, is crucial to the effectiveness of a large phase ship
2.) Phase ships being considered "one class size up" makes a capital Phase ship something of a super-capital
     2b.) This would make such a ship inherently "the best" in terms of single-most powerful vessel

None of these issues are insurmountable, mind you, but it took the Doom having a ridiculous ship system to move it way from mediocre. Now, the Doom is an S-class contender for best player ship in Vanilla. However, no matter how you slice it, a Phase Capital playing by the same rules as all the other Phase Ships isn't going to be able to exploit Phase for mobility and defense like its smaller brethren. The Doom is hardly nimble and a Capital would be even less so. Thus, a Phase Capital would need some additional help with defense, otherwise it would be vastly more vulnerable than any other Capital. Either the ship system would have to be defensive/evasive in nature, it would be a true glass cannon, or it just wouldn't operate like other Phase Ships (i.e. has a shield).

Or, more realistically, I imagine it will be a "special" ship, perhaps one-of-a-kind or at least extremely rare (like the Legion XIV). This alleviates trying to balance it against production-level Capitals and puts a bit of mystique to the thing.
if the devs added the IBB bounty mod to the main code this could be done without it being out of place.

37
here yall go.

[attachment deleted by admin]

38
I had a similar thing happen to me the other day; I took out two giant pirate fleets in back-to-back battles, and my FPS fell off a cliff when the debris fields spawned. It persisted into hyperspace even flying for 3 weeks across the sector. Saving and reloading and restarting the game all failed to help. Not sure if that was the same issue, but my mods list is below.

Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "Another Portrait Pack -ReWork-",
  "raccoonarms",
  "chaladin",
  "chatter",
  "lw_console",
  "DisassembleReassemble",
  "interestingportraitspack",
  "lw_lazylib",
  "luddenhance",
  "MagicLib",
  "missingships",
  "nexerelin",
  "portrait",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "StopGapMeasures",
  "sd_sundiving_1.1",
  "TORCHSHIPS",
  "transfer_all_items",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "vesperon",
  "toggleWeapons",
  "audio_plus",
  "shaderLib"
]}
Also, I don't recall 100%, but I think at the time I had Second Wave turned on.
[close]
yes ill fetch that file

39
okay, restarting the game seems to have fixed that for now and revisiting the system that the glitch occurred in did not recreate it. So sadly i cant tell people what exactly happened but i can say it fixed itself and that you too can probably fix this by restarting the game (save first)

40
Bug Reports & Support (modded) / why is my game an utter slideshow?
« on: June 09, 2020, 05:28:53 AM »
my game is lagging out and started lagging out after i took on some remnant and won. Right after the debris field spawned come to think of it. The ui is MUCH MUCH slower. the framerate only outside of battle is affected by this as i was getting 20 fps at the most in battles anyways. But this is sub 10 fps, outside of battle and it wasnt doing this before

41
Modding / Re: i wanna add salvaged ships to my factions fleets
« on: June 07, 2020, 07:51:48 AM »
has anyone found anything? Being able to manage all of my faction fleets would be dope

42
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.27
« on: June 05, 2020, 07:47:11 AM »
Hey,

I definitley plan to revamp the graphics(including a massive downscale in size), I just wanted to get things running smoothly for now. I maybe have to test that some more, but I have seen AI use the weapons on several occasions(especially a star fortress utilizing Battlestar Artillery and totally wrecking my support ships in the proccess xD) but it's all in a rough state right now so it could have several causes. What I observed was that the AI doesn't seem to use the max range of most bsg weapons, I'll fix that when I get to balance weapons and ships.

I think you should be able to find blueprints, I found some on my savegame(namely some KEWs, Vipers and I think an Erebus) so they should appear.

In that case are there plans to adopt fanon designs or cut designs from bsg canon? Or even the firefly class transport (as seen iirc in episodes 1 and 5 of season 1 of bsg trs. the same cg artiat that did the firefly was in bsg trs and added that in as a cameo of sorts)?

43
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.27
« on: June 02, 2020, 03:33:03 AM »
ships of other factions cannot use bsg weapons. the weapons simply do not fire. So it isnt an ai issue. my diable avionics ships TRY to use the dual railguns just fine. The things wont fire though. please look over the code for all bsg weapons. If the railguns have trouble then other weapons are going to have the issue of not being able to fire too

44
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.27
« on: June 02, 2020, 02:45:01 AM »
also going to do a test with the weapons themselves. just updated and reenabled the mod so im going to test the weapons with a save that was preexisting. are they attainable through blueprints?

45
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.26
« on: June 02, 2020, 02:41:36 AM »
Hello,

I just uploaded a small update, changelog in the op or on the github page!

The most important part, thanks to @ebolamorph, should be that the Cylons and Colonies now produce Fuel!

I'm thinking about doing some balance changes next update, probably including a reduction in hard points and changes to fire angles so the AI has an easier time firing the guns. Not sure what works well etc., needs testing when changes have been done.

with the ship design and weapon design visually will it ever be scaled down to the vanilla games size? A basestar shouldnt be that much larger than a legion or maybe about  the size of a dominator or whatever the battleship for the sindrian dictat was

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