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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - elite24

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1
Mods / Re: [0.95.1a] Interstellar Federation (refurbished)
« on: April 09, 2022, 11:40:38 PM »
some how most the ships only require 10 DP, and I use command to get all blueprints but still miss some ships in this mod
The deployment point costs I had overtaken from the original mod, so I guess this is a balancing issue now appearing in the new 0.9 era. Back then frigates actually cost more to deploy than capitals, so you will see these costs going down to 5 even on battleships in the current state.
I agree that this needs correcting. I will cross reference this with other mods later and release a version where this cost pyramid is the right way around.

As for the blueprints, yes, I experienced this issue too and had asked in the forum, but nobody got an answer for me. Currently the only way to get the rarer designs through console is to add the item "ifed_ship_package2" manually, which will give you all the missing designs. Don't ask me why the command line mod doesn't include these blueprints, because they certainly exist.

The blueprints being split into two packages because of how the ships are tagged in ship_data.csv. the tag section controls what blueprint packages each ship falls under. Most of the ships are under ifed_ship_bp, but some are under ifed_ship_bp2, and the prototypes (mk. 2s) are under rare_bp. ifed_ship_bp and ifed_ship_bp2 tags are part of the mod, defined in data/campaign/special_items.csv. This means that a player needs to find both blueprint packages to unlock most of the Federation ships (they are effectively split between two packages, believe Shadowyards does something similar). rare_bp is base game tag, and means that the ships aren't part of any package, and will only be dropped as single blueprints (think paragon, hyperion, etc.). Up to you if you want to change any of the functionality here. Also noticed that the Titan/Ocean class Battlecarriers have inconsistent text, still referring to them as the Titan (always liked the titan name, but probably conflicted with another mod back in the day maybe?). Also you might want to consider adding the NO_AUTO_ESCORT ship hint to the carriers, depending on how you want them to play.

As for making the mod it's own faction, I personally am a big fan of that idea, as that gives me a lot more opportunity to interact against the ships (and fight against them!). Plus the Federation has a nice style that could be expanded upon. However, you could also double down on making them a special "player only" faction by adding some lore and story to the world, and take advantage of the new story features to make it clear why only the player has access to these ships. You could even add campaign missions where the player has to build up this new fleet. Obviously more work either way, but it would add some nice spice.

And speaking of spice, I have no issues with the idea of "modernizing"/uniqifying the faction a bit via ship systems. Probably could use the tune up, but whatever systems are added should fit the theme of the ships/feel like it fits (for example, I could imagine a system that drastically expands weapon firing arcs so a federation ship could bring it's full arsenal to bare for a short period - though don't know how to explain turret suddenly being able to turn more, ahh minutia). Might add a bit more life into the faction and make it feel more modern, but also isn't necessary. I'll have to play test the ships a bit to see if anything sticks out!

2
Mods / Re: [0.95.1a] Interstellar Federation (refurbished)
« on: March 30, 2022, 04:38:47 AM »
Man, I remember playing these ships on the original Exerelin back in the day, and loved their design. Forgot about them, then found this post and felt a nice wave of nostalgia. Thanks for bringing them back! Can't wait to try it out.

Also, you should get this post moved from the Modding to Mods forum. Would be easier to find there where it belongs.

3
Mods / Re: Magnetar! : The Mission
« on: March 30, 2022, 03:56:03 AM »
Awesome, I love seeing MrDavidhoff's work brought back to life, especially the newer sprites. I actually made a campaign playable version of the older Omega dreadnought (as OP as it is) for my self to play around with, and been meaning to build some lore and campaign missions around it to make it more of a special one off reward ship than just another capital. Never released it publicly as I couldn't get in contact with  MrDavidhoff. Would you mind sharing how you were able to contact him? Will have to drop this into my game to give it a try!

4
Mods / Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« on: April 18, 2021, 04:42:44 PM »
Love the look of this faction, excited to finally try it out in my new campaign!

Found a possible bug when playing around with the ScalarTech Solutions Test mission. None of the ships have any weapons equipped. Looks like variants aren't being applied.

5
snip

MSRP doesn't matter if there's no supply. You could get the 1080ti for $500 in 2018, the 2080ti is ONE THOUSAND TWO HUNDRED right now, but good luck picking one of those up for less than $1500.

Yep MSRP isn't always the best metric, and supply is often a limiting factor when it comes to tech purchases (see AMD threadripper and Radeon VII, Intel X-series, and the Nvidia 2080 Ti as you mentioned). However, it's certainly a better price to performance metric than a 3rd party reseller selling the chip at a 200% markup because the chip is out of stock (and it's certainly not discounted). Context on pricing is key, because pricing changes (and in this case will return to MSRP once a new batch is shipped out, Intel is really pushing their 14 nm process to the edge of the sector and it's showing).

There is more that makes price to performance calculations difficult of course. Prices can vary wildly depending on which region you are buying in, along with a variety of other factors (don't forget to check the used hardware market!). But that's a much wider convo.

6
@Ishman: the intel 10900k is not priced at ~$900. It's MSRP is $539.99 and you can currently buy it for that price from Best Buy for example. The price you linked to is a 3rd party reseller selling the CPU at an insane markup. Once Newegg has the CPU back in stock the price will return to MSRP (fair to criticize Intel's lack of supply for the chip of course, but this is a standard thing to see in the tech space, AMD has plenty of experience with paper launches as well). There are also plenty of Intel CPU's that can multi-thread very effectively and not implode, which I discuss in more detail below.


@Cyan Leader: I'd definitely heed the advice seen I a few comments and wait a month if you can. There are some very big and anticipated releases coming from Nvidia's GPU division in September, and AMD's CPU and GPU division in September and October respectively. These releases will potentially have major implications in both the CPU and GPU spaces. For example, it is anticipated that AMD Ryzen 4 CPU's will finally put the last nail in Intel's coffin and close the single-threaded performance gap held by Intel CPU's and really put Intel on the backseat, forcing down prices. Furthermore, the GPU releases from AMD and NVIDIA are suspected to be the most competitive they've been in years (and have led to some wild behind the scenes jujitsu between them with their chip suppliers TMSC and Samsung).

However, the best thing about waiting for these releases is that it will push the previous gen hardware prices down, allowing you to pick up current gen (as of August 2020) components for reduced to significantly reduced prices just by waiting a month. The reseller market will also be filled with excellent deals as people look to sell their current hardware to upgrade to the newly released tech. So buy either the newest stuff or take advantage of the cut prices, either way you win by waiting right now, if you can afford to wait another month or two.

As for a discussion about which CPU is best for you, I'd highly recommend these two videos from Gamers Nexus and Hardware Unboxed (can't go wrong with either):

If I was building a system PURELY for Starsector performance right now, I'd be looking hard at the Intel 10600k. Excellent gaming chip with it's top-of-the-line single threaded performance and with 6-cores/12-threads you have plenty of headroom for other lightly multi-threaded tasks.

This may not be the best CPU for you however! It all depends on what you plan to do with your PC and what your budget is. If you are building a performance gaming PC, the 10600k is likely the one for you, but if you plan on doing any rendering or workstation-esque workloads then you should be looking at Ryzen (in general, there are 10900k exceptions, and this doesn't touch on used hardware). There is no one best PC or processor these days, it all depends on what you want to do with your computer. The videos linked above do a great job breaking this down.

Bottom line, consider waiting and seeing how the landscape shapes out, as we are right on the inflection point. But still check out the videos above as they give a great feel for the current landscape and an excellent benchmark to compare against when things change.



7
@huhn The reason you are seeing the "AMD can't do openGL" response is because it really is a brick wall when it comes to running Stsarsector on AMD graphics in Windows. Starsector uses the LWJGL library and openGL graphics, and the AMD drivers for openGL on Windows are pretty much a lost cause for various reasons.

I'd highly suggest following others suggestions on the forums and try running Starsector in Linux. I've heard AMD's openGL drivers for Linux are significantly better and should lead to a much better playing experience.

8
Yep figured something along those lines was going on. Out of curiosity, what is the process the game goes through for creating a save file?  Is their any log or piece of code I could check out that would record the error?

9
Bug Reports & Support (modded) / Re: SSLHandshakeException?
« on: August 27, 2020, 12:32:44 PM »
Same here, likely a bitbucket issue that will soon get resolved.

10
Definitely a unique use case here, but figured I'd report it in case something can be done about it. Awhile ago I chose to move the save folder for Starsector to my OneDrive directory (pointed it there through vmparams) so that I could sync my save games across multiple computers (great for travelling!... tho not doing much of that rn). This mostly works like a charm, except the game often doesn't remove the .inprogress tag from the campaign.xml file after a save is complete, and when I go to reload the save it throws an error message. This is a fairly simple fix, as all I have to do is remove .inprogress from the save file name and the save works perfectly fine. However it gets pretty frustrating ult tabbing to do this after every few saves.

While this likely has something to do with how OneDrive handles file syncing, it would be great if there was something that can be done on the game side to eliminate this issue.

11
General Discussion / Devmode hyperspace system colors
« on: August 26, 2020, 08:40:34 PM »
Hello folks

So this has been bugging me for a little bit so I figured I'd call in the forum reinforcements, as I wasn't able to locate anything definitive when searching. When dev mode is on and limited sensors is set to false (ctrl - z), every system on the hyperspace map gets a nice color. I personally love using this for late game colonization, as it helps me remember where those blasted cryosleepers are. However, there are a lot of colors that show up that I have no idea what they mean. I have a feeling some are tied to permanent structures/domain gates, but I haven't been able to make a definitive correlation. Here's a list of the known and unknown colors:

Known:
Pirate red: pirate base present in system (system name also indicates this)
luddic path green: luddic path base present in system (system name also indicates this)
neon green: domain era cryosleeper is located in the system
neon blue: [redacted] presence in system

Unknown:
red:
burnt red/orange:
orange:
yellow:
blue: (the "normal" color)
gray/white: (the core systems have this color, but also many outer systems)

Note: These colors are witnessed on a fully explored map. Any info on the meaning of these unknown colors or a link to a reference would be much appreciated! Thanks all.

12
Man, I've totally missed out on this whole raiding experience up to now, besides a few boring pirate stations. Guess I have to dive in. Any tips for raising blueprint spawns?

And Megas, I have trouble seeing how blowing up a star fortress meets any standard definition of stealth, but I can appreciate your style.

13
Mods / Re: (ded) Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
« on: April 21, 2019, 04:34:40 PM »
Sorry for the delay, here's the most up to date version of the mod, Obsidian Void Mark 2. Didn't have the original file, but just zipped it up from my mods folder, so it should work fine. Let me know if you have any issues!

Get it here: http://www.mediafire.com/file/1uollrdaaqm1o3a/Obsidian_Void_-_MK2.zip/file

(obviously folks will also need the version of starsector listed in the first post - 0.6.2a)

14
You can obtain the following (XIV) ships individually from raiding either Chicomoztoc (Aztlan) or Raesvelg (Valhalla):  Enforcer, Falcon, Eagle, and Onslaught.

Raiding can yield single blueprints normally available through blueprint packs.  For example, you can get a Colossus Mk III blueprint after you raid pirates, if you have not learned the pirate pack yet.  This is why player can obtain the individual (XIV) ships like Onslaught (XIV), even though the XIV pack does not drop.  However, Legion (XIV) blueprint cannot be obtained from raiding.  The only way to get a Legion (XIV) ship is to recover one of the derelicts placed somewhere beyond core worlds.

Thanks for clarifying Megas, I always tend to go with a very non-aggressive play style towards the main factions to maximize those economic dollars, but still can't believe I never realized this. Based on this, I imagine it would be pretty easy to modify the XIV pack to include the Legion XIV, and therefore get it to drop in the same way as the others (although I'd probably need to add a placeholder image as well).

Any reason why it's only Chicomoztoc or Raesvalg, and not Jangala? Is it simply their size or industries, or is it just hardcoded?

15
Mods / Re: (ded) Obsidian Void (ASC: B5) (DOM: D2) - 0.6.2a
« on: April 19, 2019, 07:28:01 PM »
I actually think I may have the original mod files lying around somewhere, let me look. Any thoughts on the best way to upload them?

Highly suggest playing through the mod as well, even though the starsector mechanics are dated, the combat is unique from the standard starsector combat (lack of shields changes a lot of mechanics) and the cohesiveness of the mod as a whole is excellent.

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