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 - Agalyon

Pages: 1 ... 14 15 [16] 17
226
Suggestions / Re: Special "Elite/Purple" Weapon Drops and Modifiers
« on: January 27, 2015, 05:17:34 PM »
I really, really like this idea. I was just thinking to myself how much I wish I could mod so I could do something like this with ships. I don't like the whole, "get millions of credits then have nothing to do" state endgame is in right now. But really, I guess that has little to do with why this is a good idea. Its exciting to find something new and interesting, even if it is only a pinch better like Argh said. I think having gem-esque slots is probably going a bit too far, but it would add a lot of fun to looting ships.

227
Suggestions / Combat Sector
« on: January 27, 2015, 04:52:27 PM »
In light of all the new changes (which I very much like, don't get me wrong) I find myself missing "the good old days" where the player had the true freedom to do basically whatever, whenever they wanted. I'm talking about way way back, before sectors and the like, when the map was one big warzone where every faction had a presence. The current systems changes make the game feel much more realistic, though the economy and bounty payoffs probably need tweaking. But, having tasted both sides, I miss the freedom of having everything all in one place. Regardless of how rich I am, sometimes I don't want to be worrying about how much profit an excursion across the galaxy is going to bring in. When I play the current version, easy as it may be to make money, I still feel like I'm on a hill the entire time, and if I stop going up, I'm going to start rolling down fast. I imagine most people don't feel this way however, so try and hear me out.

What I'm proposing is a sector, preferably in the middle of the system, where every faction has a presence and a small base. In order to make it feel "different," and not a locus where too many good things happen at once, I think it should not follow most of the set rules. What I mean is, no bounties, (or very small ones) especially the named ones, minimal trade, little or no sources of rep, (maybe just what you get for killing enemies with no bounties. That only goes up to like 10 or something right?) etc etc. What I don't think it should be, is a place where you go to make money.

This would be someplace you go to practice, or simply mess around, try out fleets, and have fun blowing things up. Hell, it could even be a special TYPE of sector, to more easily facilitate the different rules, and make it more accessible to modders and the like. Maybe it could be framed thematically wherein it has some kind of old auto factory or resource node in the center that can't be replicated, and that everyone wants. It could even be made into a sort of kind of the hill type activity where if one faction gets solid control for long enough, they get to ship out a special kind of resource to the rest of their stations around the system, and something could even be put in place to make sure they can't keep hold of it indefinitely. Maybe it could spit out increasingly larger fleets hostile only to the station (or whatever it is') current owners. This way, it would actually mean something, and have a tangible, interact-able effect on game play, both for traders and bounty hunters, as players could both influence the factions, and trade/smuggle/purchase/steal what the winning faction recieves. Or, it could be left entirely out of the big picture, so as to not have an effect on core gameplay at all.

I want to reiterate here that I don't have a problem with gameplay as it is, and I love to see this game grow. Its definitely one of the purchases I'm most happy with, and I'm glad to see how much attention it's development gets. The reason I suggested this as a core feature and not a mod, is because looking back on the old gameplay, I really feel that this would add something new and fun to the game, without taking away from what it has if implemented properly. And while I don't know too much about coding, I believe the core aspect of this idea (a sector where all factions have a presence, and that is exempt from bounties and possibly large scale trading) is not only fairly "cheap" coding wise, but easy to expand upon in the future.

This has been a fairly long post, so thank you for getting this far. I hope anyone reading this gives it consideration, as I tried to state it in such a way as to avoid most of the major things that it might interfere with.

228
General Discussion / Re: Economics glitch (and tariffs are OP)
« on: January 27, 2015, 12:03:13 PM »
@ Meric/Kipcha: The 30% tarrif is intended so that trade routes are not profitable, only events are profitable. This is design intent of the game to avoid you having to grind the same trade route all the time.
Which turns the game into "sit around outside of a station waiting for event to pop up"

I think this is definitely true. Regardless of the good intentions of grinding a trade route, it just devolves into waiting instead of grinding. If waiting for events is uniformly better anyway, people are going to keep doing it. But, if there aren't any events, there needs to be something trade oriented for you to do instead of waiting around. Like sure, you could play a bethesda game and go kill stuff while you wait, but if someone wanted to do a game with nothing but trading, it would suck. I mean yeah, nothing but filler would suck too, but no one is going to do that when there's a blatantly better option. Also like Scuttlebutt said, starting off with nothing easy on the low end sucks. You can't merch with no starting money.

229
No, I had 3-6 the entire time, over 3 or 4 separate instances, and I just tested it again with a staggering 6-8. If its memory, its not on my end. It absolutely 100% has something to do with quicksaveing.

230
It might be because you did not allocate enough memory to begin with.  I doubt quick save is any different than a manual save.

I currently have 3-6 gigs allocated, and I've checked to make sure its actually using them. If that's not enough, that's staggering.

231
General Discussion / Re: Help with new update
« on: January 27, 2015, 02:57:57 AM »
Quote
Ummm, most mods were broken several times between .5 and now. If you need mod suggestions, I suggest choosing StarSector+ which is like a TC but not.
65.1a to 65.2a
EDIT: Well I see now that that update isn't released yet.

232
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.

233
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.

234
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+

235
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?

236
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.
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$PatrolFleetData
class[19]           : com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager
class[20]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[21]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[22]           : com.fs.starfarer.campaign.econ.Economy
class[23]           : com.fs.starfarer.campaign.Hyperspace
class[24]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.int
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:  : ParseError at [row,col]:[773774,17]
Message: Premature end of file. :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
---- Debugging information ----
message             :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
path                : /CampaignEngine/hyperspace/objects/saved/JumpPoint/orbit/starSystem/objects/saved/CampaignPlanet[2]/market/economy/markets/Market/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$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)

237
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?

238
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.

239
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

240
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.

Pages: 1 ... 14 15 [16] 17