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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 - Agalyon

Pages: 1 ... 14 15 [16]
226
General Discussion / Re: Help with new update
« on: January 26, 2015, 03:27:36 PM »
See, I had thought about market manipulation like that, but I didn't know you could buy storage space. I also didn't know anything about those named bounties, that sounds really cool. I'm going to try to update to 65.2a from 1a, hopefully that wont ruin my mods. Is there a system that has a lot of action that would be nice to hang around in? Maybe some kind of huge pirate base somewhere? Going to have to find somewhere where I can eat pirates to make tri-tacheon like me.

227
General Discussion / Re: How many of you only use one ship?
« on: January 26, 2015, 03:12:16 PM »
This is an interesting thread, I like seeing how other people play. I do usually stick to one ship for quite a long time. When I do start picking up other ships, I most frontline-esque ship I will usually get and allow the AI to use is super high tech shield monsters, almost elusively tri-tacheon stuff. Other than that, I like fighter wings, big carriers, and long range stuff. I love fragile or risky, high power or fast ships, but I very rarely let the AI use them. Honestly the AI isn't THAT bad, but frankly its pretty much always worse than the player. The AI can manage support, carriers, and fighters pretty well with support, so I tend to stick with stuff like that. Also, if I pick up frigates, I like to leave them either in a big ball, or supporting something else.

When I play alone, or in small groups, I play super aggressively, but when I play with AI ships I usually just support them with whatever the hairiest destroyer I happen to have is. Playing alone is lots of fun, it really makes you feel like a bad ass. But, there are a lot of different fleet make ups you can do, and if you ride them hard enough to stop the AI from being stupid, you can make almost anything work, and I like that too.

228
But what is actually causing it? Can I just not quicksave? Not gonna lie, that really sucks. Definitely not the end of the world, but quicksaving is really nice, and I love to use it whenever I can. Don't mean to be rude, ill look into recovering it. It just seems odd, I've never had a problem until I tried quicksaving a few times, like 10, 20+

229
General Discussion / Help with new update
« on: January 26, 2015, 02:49:22 PM »
Being the kind and helpful person you must be to have seen the title of this post and clicked it, you must have thought that you would find some simple and obvious question regarding the new update from someone who just purchased the game.

But, sadly, you are not so lucky.

I have recently found myself totally lost and confused as to what to do with myself in the more recent updates. I haven't played this game in a while, perhaps around the days of 0.5 something, and when it was called starfarer. Back when nomads got updated in a timely manor and there was only one system. Now I feel like some kind of old man that doesn't know internet explorer sucks.

All I really did back then, and really all you could do, was tear hostile factions (and sometimes everyone else when I ran out of victims) apart, and hand pick a fleet, trying new combinations as I thought them up. But now in the face of multiple systems and many, many changes, I feel quite lost. The details of the trading system are lost on me: I get the idea of how it all should work, and even experimented with interrupting trade a few times- with success- just to see what would happen. But its pretty hard to keep track of it all in practice. Whats more, even finding pirates or what have you to pick on now seems quite hard. As everything is so spread out, you don't have the luxury of having plenty to choose from, or a steady supply of fleets around your size. Moving between systems is expensive, and they all seem sparsely populated, and only by a handful of factions. Trying to collect bounties usually ends up being mostly waiting around for something you can either A; catch, or B; kill. This is a far cry from the old melee of having every faction in a single huge system. The advantages are definitely there, but its left me confused.

So, rather than flail around for hours, I've decided to ask you guys, as in my experience Starfarersector has a very helpful community. As someone who would rather be dog fighting most of the day rather than trading, what should I be doing, and what am I missing?

230
I am having problems loading my save files, after trying every different way of modifying the launch that you posted. I think it has to do with quicksaving, as that's the only time its happened. It crashes when I quicksave, and the associated save file can no longer be loaded. Its rather large, so I posted it on mediafire as well as what I think is important, as im not sure what part of it I need to post.

http://www.mediafire.com/download/gfgraqnj9ac3w4n/starsector.log

Code
361509 [Thread-14] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.9985934
361523 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
361523 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -  : ParseError at [row,col]:[773774,17]
Message: Premature end of file. :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
---- Debugging information ----
message             :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
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converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
path                : /CampaignEngine/hyperspace/objects/saved/JumpPoint/orbit/starSystem/objects/saved/CampaignPlanet[2]/market/economy/markets/Market/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData/fleet/ai/tempDestToken/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData/fleet/ai/tempDestToken/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/focus/orbit/f/containingLocation/objects/saved/CampaignPlanet[5]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData[3]/fleet/ai/pursuitAndEvasionModule/target/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/data/sourceMarket/primaryEntity/orbit/f/containingLocation/objects/saved/CampaignPlanet[4]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData[2]/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData[3]/fleet/ai/pursuitAndEvasionModule/target/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/data/sourceMarket/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[4]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData[2]/fleet/ai/assignments/FleetAssignmentData/target/orbit/starSystem/objects/saved/CampaignFleet[15]/fleetData/members/FleetMember[14]/repairTracker/recentEvents
line number         : 773774
class[1]            : com.fs.starfarer.campaign.fleet.RepairTracker
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : com.fs.starfarer.campaign.fleet.FleetData
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5]            : com.fs.util.container.repo.ObjectRepository
class[6]            : com.fs.starfarer.campaign.StarSystem
class[7]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[8]            : com.fs.starfarer.campaign.JumpPoint
class[9]            : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[10]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[11]           : com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData
class[12]           : com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager
class[13]           : com.fs.starfarer.campaign.CampaignPlanet
class[14]           : com.fs.starfarer.campaign.CircularOrbit
class[15]           : com.fs.starfarer.campaign.econ.Market
class[16]           : com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI
class[17]           : com.fs.starfarer.campaign.ai.PursuitAndEvasionModule
class[18]           : com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData
class[19]           : com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager
class[20]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[21]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[22]           : com.fs.starfarer.campaign.econ.Economy
class[23]           : com.fs.starfarer.campaign.Hyperspace
class[24]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.int
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:  : ParseError at [row,col]:[773774,17]
Message: Premature end of file. :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
---- Debugging information ----
message             :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
path                : /CampaignEngine/hyperspace/objects/saved/JumpPoint/orbit/starSystem/objects/saved/CampaignPlanet[2]/market/economy/markets/Market/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData/fleet/ai/tempDestToken/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData/fleet/ai/tempDestToken/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/focus/orbit/f/containingLocation/objects/saved/CampaignPlanet[5]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData[3]/fleet/ai/pursuitAndEvasionModule/target/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/data/sourceMarket/primaryEntity/orbit/f/containingLocation/objects/saved/CampaignPlanet[4]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData[2]/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData[3]/fleet/ai/pursuitAndEvasionModule/target/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/data/sourceMarket/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[4]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData[2]/fleet/ai/assignments/FleetAssignmentData/target/orbit/starSystem/objects/saved/CampaignFleet[15]/fleetData/members/FleetMember[14]/repairTracker/recentEvents
line number         : 773774
class[1]            : com.fs.starfarer.campaign.fleet.RepairTracker
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : com.fs.starfarer.campaign.fleet.FleetData
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5]            : com.fs.util.container.repo.ObjectRepository
class[6]            : com.fs.starfarer.campaign.StarSystem
class[7]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[8]            : com.fs.starfarer.campaign.JumpPoint
class[9]            : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[10]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[11]           : com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData
class[12]           : com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager
class[13]           : com.fs.starfarer.campaign.CampaignPlanet
class[14]           : com.fs.starfarer.campaign.CircularOrbit
class[15]           : com.fs.starfarer.campaign.econ.Market
class[16]           : com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI
class[17]           : com.fs.starfarer.campaign.ai.PursuitAndEvasionModule
class[18]           : com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData
class[19]           : com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager
class[20]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[21]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[22]           : com.fs.starfarer.campaign.econ.Economy
class[23]           : com.fs.starfarer.campaign.Hyperspace
class[24]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.int
version             : null
-------------------------------
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)

231
Mods / Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« on: January 21, 2015, 02:25:49 AM »
Looked at those screenshots, and I just wanted to say those are some of the neatest weapons Ive seen in a while. The teleport shot, the coasting missiles, all amazing ideas. The ships and engines look great too, but your ideas for weapons really are amazing. Does the ship with the teleport weapon really have those animations on it when it fires?

232
Mods / Re: Independent Mining Faction(0.21b)[For Starfarer 0.53.1a]
« on: November 26, 2012, 02:27:15 PM »
Im having a slight problem with two of your ships. The den and the mongoose both have no target-able hitbox, and as such are invulnerable. The first thing I thought to do was open up trylobots ship editor and fix this, and when I did, they do have a hitbox, so I im a little lost as what to do. Any help would be appreciated.

233
Hey there, you don't seem to be getting much feedback over this mod, and I just wanted to say that I really, REALLY like it. There hasn't been much stuff released mod wise that isn't a kit bash lately, (and don't get me wrong, its like you said, nothing wrong with minor changes, all content is good) and this a very unique mod with a distinct feel to it, and its a lot of fun. Both your ships and weapons are very unique, and I love the cohesive style they all have.

Just wanted to make sure you know your appreciated, :P

234
Mods / Re: Antediluvians - Under Development - (Dev11)
« on: May 21, 2012, 01:55:12 AM »
Ahhhh yes, I see the other stuff. Very very nice, I LOVE the idea. You should make them have excessive health and armor.

235
Mods / Re: Antediluvians - Under Development - (Dev11)
« on: May 18, 2012, 11:05:33 PM »
In return, you should tell me if its capture-able  ;)

236
Mods / Re: Antediluvians - Under Development - (Dev11)
« on: May 18, 2012, 11:01:27 PM »


It wouldn't happen to be THIS secret, would it?

237
   Most definitely not hating (look at my name) but I think your going about this wrong. I haven't read through the whole thread, but it looked like from your first post you wanted a very clear cut and hardcore theme for this. I think it would work better with less pony focus, and more of the feel different factions would have.
   If you went with, say, New Lunar Republic, Discords Revolt, and Old Solar Empire, I would see OSE being medium weight, fast and maneuverable, and beam focused. Also, they would use a bright and warm color pallet, like gold white and pink. NLR would be opposite, with dark blues purples and blacks, I can see more productively shaped, angular ships, covered with armor with highly advanced solid shell ballistic weapons. For DR, I can see crazy, asymmetrical designs, alot like the junk pirates. They could have a pallet like red brown and silver. Maybe be kinetic missile oriented, with huge, high explosive cannons and little armor.
   If someone made a mod like that, I would ride it to the moon. (lololololololol you saw it coming too huh) Of course you could have crazy effects with different kinds of color and light, like sparkles and dust clouds, maybe make the com trails huge on OSE ships, idk, get crazy with it. But I don't think a lot of people would go for what your trying to do.

You wouldn't have to scrap it, just tone it down a little.  8)

238
Mods / Re: Relics - misplaced tehnology
« on: March 23, 2012, 10:11:30 PM »
Awesome man, I appreciate that, I feel like I made a difference. Im really glad your going to try and make more too. I think its a great concept that most people overlook because of how counter intuitive it is, but thats why its fun  ;D

239
Mods / Re: Relics - misplaced tehnology
« on: March 23, 2012, 11:29:13 AM »
I would like to say that I love the concept of your original ship, the extinctioner. A lot of people are saying that is silly or overcrowded, but I think I see what your going for. Its old tech, with gratuitous but oddly used firepower. I think you should make a few more with the same theme; (or at least the theme I feel like your going for, if im entirely off don't take it wrong, this is more just wishful thinking, I really like what you did) simple yet hulking monsters that look like they were patched together from hundreds of the same pieces with some huge strength but a fatal flaw. For example, you would stay out of in front of that thing (lol) at all costs, but it has a completely exposed rear. And again, I really feel like its perfect the way it is, because NOTHING could last in that things firing line: its an anti capital ship.. capital ship, even though something faster could cripple it from behind, even if you couldn't actually finish it off in such a way because of its sheer mass. I think of it as some kind of giant, outdated cannon with engines that you commit the rest of your fleet to protecting: as much a gift as a curse, but if used properly, neigh unbeatable. And the novelty of having that would be priceless, lol. Anyway, if you actually read all of that, thank you kindly, and again, this is all just my theory, if im totally wrong, forgive me.  :)

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