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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - vok3

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31
That's too bad, Reavers are the main reason I keep Keruvim in my modlist.  Their lore is more than a little over the top and unbelievable, but the ships are cool.  I can understand the decision tho, currently they act like just a generic minor faction instead of something scary lurking in the dark.

I'll keep the previous version for now, but looking forward to see what you come up with.

32
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666
« on: October 11, 2022, 07:23:29 PM »
Starting as the Legio renegade, with the new "you f*'d up" description, you start at rep +50 with Legio.  Maybe that should be -50?

33
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666
« on: October 11, 2022, 03:00:46 PM »
Just read through the changelog.  This sounds like it will definitely make fighting them more interesting.  I could do it before but it was a grind that was oppressive just to think about.

On the ?plus side, it forced me to figure out all sorts of ways of cheesing fights.

Anyway, thank you for the update.  I do like pretty much all your work.

34
Another problem:

I fight a fight.  A difficult fight.  I try it several times.  Finally I manage to get the upper hand.  I blow up lots of ships.  Enemy begins retreating; battle is over.  But there is one ship I want to make sure I kill.  I go chasing it.  Just before I finish it off, an enemy-held enhancement uplink gets repaired.  I finish killing the special target, hit Esc, click in the button spot, click the confirm because I don't care about chasing down whatever frigates are left, then scream in agony as I realize the button was "exit campaign" and not "exit battle" and I am now at the title menu and I have to do the whole damned thing all over again THANK YOU SIR.

Sir, I want my money back.  And my time.  And my victory.  And I want to speak to the manager.

Enhancement Uplinks should not count when measuring whether or not the enemy is retreating or not.

(e: emplacement Uplink?  Something starting with E.  The thing that makes turrets.  Turrets shouldn't invalidate a retreat.)

35
Possible problem -  got "Promise", went and found daddy-AI, rescued Sierra, stuck her in her ship, thought "welp, that's done", transverse jumped out and flew halfway across the sector before I realized there was one last objective to go back and talk to daddy-AI one more time to get the reinforcement ability.  Cursed a lot.  Flew back.  Re-entered system.  "Promise" immediately got marked as complete.  Flew to location of daddy-AI; no longer there.  No reinforcements for me.

One the one hand, it makes sense, and I have been known to complain about how games hand-hold the player all the time and there's no consequences and everything is always happy path, and this totally serves me right.

On the other hand, it would be nice if we could randomly run into him again somewhere to get the ability.

36
I got the initial "Promise" mission, found the anomalous station, found the Sierra core.  Then flew straight to the nearest Hegemony planet and tried to turn in AI cores.  Gamma core yes, Sierra core not listed for turn in.

Obviously, this construct is extremely dangerous and was already in control of my spacecraft.  I therefore manually overloaded the fusion bottle and vaporized myself, my craft, and everything on board.  For the good of humanity.

Please allow us to turn Sierra in to the authorities, like it deserves.

37
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: September 22, 2022, 07:09:52 PM »
I installed this and played for a while as another faction.  After about a year, the Hegemony invaded Fort Toxx, which makes no sense as it's 1) a pirate hideout, and only the player invades pirate hideouts, 2) a chaotic junkyard orbiting a poisoned and useless world. 

Then Hegemony and Kadur agreed to a ceasefire.

Nope.  Nope.  Nope.  Wrong.

Also, your changes to Tortuga are entirely unnecessary and ruin the place's atmosphere, and I also disagree with the changes to Oasis.  This was a system that held out against full-scale Ham-Agony assault for quite a while; they necessarily had a lot of people and a lot of industry. 

Gonna roll back to the old version for now, with the jury-rigged Caliph.  If you want to post a stripped-down version with just clear fixes - Caliph, derelict, maybe that fighter mentioned just above - that would be good.  But as it stands you're putting entirely too much of your own spin on it, and turning it into something it wasn't.

38
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: September 19, 2022, 05:13:08 PM »
Pocket Gust.  In Nex starting options as "Super Ship."

Why?

Every single thing I try doing with this ends up with it exploding, usually without successfully taking down a single target.  For comparison I have taken down multi-cruiser fleets when flying a Mallory solo (super ship from Magellan mod). 

If I try switching to control the Wanzer, the mother ship does something stupid and gets itself in trouble.  If I try just ordering the Wanzer to attack, it blows up fairly quickly and takes a while to launch a new one (even with Carrier Group ability).  The default loadout caps out almost instantly, which rather implies a complete refit is needed, but to what?  (And why have a default loadout that does so poorly?)  Also it seems there is no way to switch control from the Wanzer back to the mothership; as far as I can tell you just need to wait for the timeout.  Which is a strong disincentive to use the ability at all.

Flying a Haze with a stock loadout, I can zoom in on chosen targets and blow them away and survive the experience (and it's fun!).  Flying a Pandemonium, I can take out Legio star fortresses (okay, with some help).  Flying a Pocket Gust, I can get mobbed and blow up.

I don't understand what this ship is intended to do, at all.

39
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
« on: September 14, 2022, 12:14:03 PM »
It's a problem with graphiclibs and magic libs I believe. You can recreate the bug with both of them on without UAF

You're right.  I just did.  Definitely not UAF's fault, sorry about that.

Any suggestions on how to prevent this?  Any specific things to disable?

40
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
« on: September 14, 2022, 05:53:06 AM »
When I have UAF enabled, the only way I can load a saved game is by starting Starsector from scratch and loading the game fresh.  Under any other circumstances - for example, if I load a game, play for a bit, exit back to title screen, load a game, and try playing - I get the memory leak error popup.  100% reproducible, every single time.  Having to quit to desktop every time I want to load a saved game isn't great.

Also very consistently, after playing for a while, saving a game starts getting slow and erratic, to the point that the game executable will freeze during the saving-game process.  Random save corruption isn't great either.

This is stuff I have seen within the first year of game time, so it's not like there's a lot of accumulated data to save.

This is with version .72e1.  I am using the JRE 8 and have modified my vmparams to use more system RAM (3072 is what I currently have it set to).

I also am using a fair number of other mods but the game runs very smoothly with them but not UAF - with the other mods and not with UAF, I've played for 10-20 years game time with no problems.  I could start doing systematic cross-checking - UAF alone, UAF plus Nex, UAF plus Nex and one other, etc - but, I admit it, the thought of doing all that work is a bit discouraging right now.

41
Found a ruined installation on a planet that I colonized,  rebuilt it.  I had two other planets in the same system, "Mining" industry on both - one had sparse ore, sparse rare ore, and trace organics; the other had abundant ore / rare ore and diffuse volatiles.  Centralization bureau says "There are no duplicate industries in this system."  Um, yes there are, two mining installations, with duplicate ore production right now and duplicate rare ore once the first one gets a bit bigger.

Does mining not count as an industry?  Does it count, but it wants the mining type to be exactly the same?  Either of those would be things I'd count as bugs or design issues - the description of the installation seems fairly straightforward and doesn't imply weird exclusions like this.

42
Bug:

Found a planet with extensive ruins (Ithaca in Penelope's Star).  Colonized it.  There turned out to be a ruined installation (centralization bureau) on the planet.  Queued up a tech-mining installation; also colonized the cryovolcanic world in the same system and queued up a mining installation there.  Spaceport completed construction, T-M started and progressed for a while.  Saved the game.  Loaded the game.   Played some more.  Mining completed, tech-mining wasn't done yet (remember: separate planets, building in parallel).  Huh?  I check, yep, 30-some days left.  That math doesn't work but okay.  Saved again, loaded again, checked.  Tech-mining time to build was reset to 45 days; the elapsed time already spent was lost.

I blame the presence of the ruined installation.

e: One thing that might have affected it is that I had a waystation queued up to go after the tech-mining completed.

43
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: May 10, 2022, 02:05:43 PM »
I feel like I see a different Legio than everyone else.   I have played many games with Tahlan and in all of them I've just ignored legio.   They usually get killed by other in factions in my games, in fact. 

I've never seen that.  What I have seen in about half the games is that one of the first invasions they do is the capital planet or key heavy industry/military planet of some faction or other, and they always, always win.  Which takes that faction right out of the game, bam, bye, done, before they had any impact on the game at all.  And when Legio does that to several in a row - which I have seen happen - I do have to wonder what exactly the mod author is really trying for. 

For "player challenge", they need to be tactically difficult / interesting and strategically resilient.  I won't speak to the tactical side of it - I have managed to get to the point of knocking out the Lucifron or Melchiresa star fortress within the first year of play, although it takes focus and a fair amount of cheese, and the more I work at the problem the more I find ways of optimizing my approach.  It's made me get better at the game and I'm not complaining about that.

I wouldn't mind - I would be rather in favor of - a steadily increasing drumroll of threat.  But the curve should be a lot shallower in the absence of the hard mode trigger.  I see nonstop failed invasions of Lucifron by all the NPC factions and that's totally fine - it's strategic resilience.  What I do mind is that Legio goes straight for the throat and wins, right off the bat, every time.  And Legio conquests don't often get taken back.  Which turns the game into a sort of Kohr-Ah death march, except it starts immediately rather than being an endgame phenomenon.

If I want to play a game of just me vs Legio, I can do that; I don't need to include other factions.  If a player does include other factions, that should mean more than just buffering the time it takes Legio to swallow everything.

44
Mods / Re: [0.95.1a] Idoneus Citadel Exiles v0.42
« on: May 10, 2022, 01:48:41 PM »
I came across the Exile fleet.  Tried docking with it, was politely denied, looked at colony info, tried mousing over the various icons in the upper right (free port and so on).  It made a very rapid-fire clicking sound but no informational popup.  So something might be missing there.

45
Mods / Re: [0.95.1a] Idoneus Citadel Exiles v0.42
« on: May 09, 2022, 04:51:32 PM »
Looks like this was updated today?

I will try it and see what blows up.

e: yyyeeep, the current download claims to be updated to the current version of the game, but game crashes on launch if the mod is enabled.

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