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Starsector 0.98a is out! (03/27/25)

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Messages - jupjupy

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1
Sounds like the bug with Special Hullmod Upgrades mod, specifically adding the orbital filament anchor to a frigate (it suppresses fleet data sync every frame). See if there's an update for the mod.

This was right on the money. Seems to be a problem with the way the tug system works, but I tested it with a vanilla Ox and there doesn't seem to be the same issue. Really strange that 0.96 had some similar problem, though. Either way, thanks for the help  :)

2
After spending a bit of time trying to retrace my steps, I think the issue started before the modded boss fight, as I vaguely recall having carriers and some ships with "not enough crew" popping up after the occasional battle, and going into the refit screen and back to the ship list seems to solve that problem. I simply only took significant notice after a fight where I recovered some ships and were trying to deposit them, I think.

My first impression was that this had to be a mod issue as well, but after seeing MrBoltun's post I'm not so sure that it's not just some really obscure bug with vanilla. That being said, I have no idea how this could be caused by vanilla (or to be fair, I don't think I have any mods that change the way the ship list works either), but I'll give it some experimentation when I next boot up the game and post anything I find here.

3
Sorry for the necro, but this seemed directly relevant and was reported a long time ago, so I decided to bring it up.

I just recently had the exact same issue, and after a bit of testing I can confirm to an extent how it seems to work.

There's a "not enough crew" notification popping up even if the fleet itself has enough crew, and it seems to impact ships on a somewhat random basis and only after combat. As far as I can tell, it happens to ships that lose some crew (fighters, damage taken, etc.) in combat.

Furthermore, this extends to the adding/removing of ships from the fleet, including scuttling. In the fleet menu, making certain changes seems to work fine (adding/removing weapons, stripping the ship). Some seem to work at first (depositing/taking ships, buying ships, scuttling ships), but upon menu exit and re-entering, none of the changes are reflected in the ship list. Even more, some don't even seem to work at all (reordering ships in the ship list). When you exit the menu, everything simply continues as before and the ships deposited affect the game. That is to say, their burn levels affect your burn speed, their cargo capacities count, etc.

HOWEVER, all of these changes are actually enacted 'in spirit', and if you save and load the game, all of them will be reflected immediately. This doesn't seem to apply to cargo, officers, or anything like that either, as those move normally. Also, I didn't have this issue until a certain specific boss fight from Knights of Ludd (I'm playing a pretty heavily modded game, but it doesn't sound like MrBoltun was, so it might be some kind of weird very esoteric bug) and nobody else seems to have had this problem with that boss fight in particular.

I suspect what MrBoltun experienced two whole years ago was the exact same thing, where he deposited all his ships other than the Hyperion into the station and they weren't actually deposited until he saved and loaded.

4
I will see what i can do regarding smaller Superweapons, but i can't promise anything.
Meanwhile, here are more spoilers for next update:

While this might not be a superweapon on its own, I think you already did a good job showing what a smaller superweapon could be like with the tesla coil - just something interesting and out of the box!

At the end of the day its about making something fun to play with, right?

5
Suggestions / Re: Hoplon / Khopesh
« on: February 19, 2019, 08:58:36 PM »
I agree that if we see current inconsistencies, we should take action on them now.

Waiting longer will simply make it worse over time.

Of course, I'm sure there are other, more pressing matters, but nevertheless, if it can be fixed, I'd advocate for fixing it.

6
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: February 09, 2019, 08:04:15 AM »
As main problem - you realy need to do some work with ship engines, they look just as a pipe. And all of them are identical.

Now I wouldn't call it a main problem, or put it as bluntly as Drakon, but I do agree that the new sprite engines do look a little pipe-y. The identical-ness between them is fine, logical even, I just think they need a tiny bit more depth to them.

Overall, I do like the newer sprites, they feel much more utilitarian to me.

7
Mods / Re: [0.9a] Mayasuran Navy 8.1.5 RC4
« on: February 07, 2019, 06:15:54 AM »
I think the second draft looks pretty good, except that big square in the middle. That still looks kinda weird.

8
HerrFlex is using FDS in the AI tournament, and has reported to have soloed the derelict mothership with a Suffering (capital) while letting the AI control it, so perhaps you are equipping the ships poorly? Even with the standard variant any FDS ship should do good.

As someone who likes equipping factional ships with only weapons from that faction, I found the FDS ships to be generally extremely weak. Their weapons are not powerful pound-for-pound, and the only moderate range is made terribly obvious by the fact that their ships are so massive and have to get so much of their size within the enemy's firing zone.

I too have had trouble making this faction work, but I suppose its a weapon choice issue.

9
That Nessie just screams "Now this is pod racing!"

10
Suggestions / Toggleable Speed Up Time
« on: December 21, 2018, 06:44:53 AM »
As the title says, a toggle option for the "Speed up time" in game. Would be nice to not hurt my pinky finger constantly holding shift or some other button.

Can't really think of any reason that this -shouldn't- be an option, at least.

11
Oh, it's Okim!

Great to see you around, man. Hope you're doing well!

12
Mods / Re: [0.8.1a] Legacy of Arkgneisis 1.0
« on: October 08, 2018, 12:17:00 AM »
I really want to like these weapons, but my first impression is that they are very weak.

You want to elaborate on that?

Aside from the ion beam, I sort of see what cardgame means. Compared to some other weapons, the impact upon hit feels a little bit too small, and some of them are a little too 'clean' in terms of firing effects and maybe projectile weight. Nothing wrong per-se, just pointing out that they feel on the more piddly side, sort of like the vanilla Railgun. (Contrast, say, the Hellbore)

13
Suggestions / Re: Recovered ships automatically rechristened
« on: October 08, 2018, 12:13:23 AM »
+1 to this, bringing back a ship from the dead always feels good.

14
Just a side thought - If a scroll bar was to be added, it could be on the left side of the choice menu instead, near the numbers. Would prevent it from getting too far away without blocking text.

15
Suggestions / Re: Customizable Difficulty
« on: August 09, 2018, 12:04:34 AM »
This actually seems like a fairly good idea, even though I'm the exact opposite - I'd like to make the game more difficult for myself instead.

Any chance we could have these settings be adjustable via ingame sliders?

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