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Messages - jupjupy

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76
Bug Reports & Support / Where is the Java that SS uses?
« on: November 16, 2014, 05:02:09 AM »
Just looking around in the Nvidia control panel, trying to set some defaults, and was wondering where the java executable that Starsector runs on is located so I can set the default card for that one to my Nvidia card.

I've got one folder in the regular Program Files and one in the x86 version, which is where my SS folder is. I've set my Starsector.bat to run using "java" instead of "..\jre\bin\java".

Thanks!

77
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 16, 2014, 03:54:50 AM »
Aha, I was wondering why this never occurred when I wasnt using the .bat file. Its just that recently all the mods have come out, so I'm forced to use 64bit java or else my computer doesnt let me allocate enough memory.

Alright, got it, thanks.

78
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 15, 2014, 09:28:09 PM »
Hmm, I seem to be coming up with some graphics issues using SS+ and the new version of Shaderlib (v1.01). Everytime I hit an enemy with a weapon thats not a beam - So far I've only tested the Pulse Laser, although this effect also pops up when I disable an enemy ship - I get this draggy, Internet-Explorer-Has-Crashed looking thing.

http://imgur.com/sU7S26f,V9RGZib

Doesnt seem to occur when using only Shaderlib, and this is without any other mods active besides Lazylib.

79
Mods / Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« on: November 15, 2014, 08:32:15 AM »
What is your starting faction? In 8.1 you should be able to install your plasma cannon on any starting ship unless i missed something.

plasma cannon

*gasp* I MUST PLAY PIRATE

80
Mods / Re: Project Titan
« on: November 15, 2014, 06:00:36 AM »
I have no idea what I'm looking at, but I like it.

Moar pls

81
Mods / Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« on: November 15, 2014, 03:00:26 AM »
I've noticed that the Slayer Drone wing for the ISA has a ridiculously long CR recovery time. At 1% per day, and 3% per fighter deployed, thats 9 days if no fighters were lost at all. And considering the fact that they're a green crew, you cant even deploy them beyond 1 battle before they start spontaneously exploding.

The heavy bombers and assault craft also take about 6 days to recover, and considering that theres no way we can modify this, I was gonna suggest a skill that perhaps buffed this (and maybe we could add hull mods that modify flight decks, like number, or efficiency or something).

82
Suggestions / General Ideas
« on: November 14, 2014, 09:18:31 AM »
Alright, so I had my dabble in vanilla and mods, and I'd just thought about what I would think Starsector (Starfarer in my heart) could use at this point.

1.) Codex Changes - Ship System Entry

Often when playing with mods, and even a little bit in vanilla itself, I find myself wondering the exact statistics of certain ship systems. For example, how many flares does the Flare Launcher launch? How fast do Active Flares move? How much flux per second does the Fortress Shield generate? How long does Manoeuvring Thrusters last? And so on.

This gets very confusing especially with the special systems that certain mods stick onto their ships. I have little way of knowing how far the Advanced Phase Teleporter actually jumps me in Starsector+, for example.

Granted, these are all very technical things, and certainly do not belong on each ship entry, which is why I'd like to see a separate section where we can read up on the stats (And the lore, oh the lore that I do so love) of each unique ship system.


2.) Changes to Factions and Reputation

A. Commissioned Trades

I like the trade system as it is now, actually, what with the nonsensically-high tariffs and the like. Of course, food shortages might be a bit wacky, but thats a different story. What I'd like to see are factions actually allowing people to do the 'Ship 5000 Boxes of Hand Weapons to Jangala' kind of thing, and pay you in the process. Granted, they have their own trade fleets to do this, but it'd be mercenary work, hard stuff - perhaps flying through a pirate-infested area of space, or with the Tri-Tachyon Corporation hot on your heels - but it'd provide another way of getting reputation with the faction as well as making a quick buck (providing you dont get blown up).

B. Faction Bounties

I believe this has been put up before, but I kinda wanted to add to it a little. I think that, at a certain point, factions should place bounties not only on pirates, but on independents, on other factions, and yes, on you. Sure, it might get a bit annoying having the occasional Bounty Hunter catching up to you in their Burn 8 fleet of Wolves, but thats part of universe, dont you think? That bounty hunter right there is trying to make a living just like you are, and who are you to stop him? Oh wait, your Paragon's plasma cannons accidentally fired. Oh well, its too bad. Alas, you hardly knew him.

This also provides a little more variation to the bounties you'd be hunting. Most of what I get to fight are clearly pirate fleets - D variants, boatloads of Talon squadrons, the occasional Eagle - that somehow have managed to get a 150 thousand bounty on their heads.

C. Independents

Now this is a little wacky. What I dont understand is, why does blowing up, say an independent Bounty Hunter captain render you suddenly hostile with the entirety of every person that's free? I mean, first off, I dont even know how they heard of me murdering Smook McCarthy a few parsecs away from any known star. Unless, of course, the Independent nations are kind of a loosely-knitted society of people that control the open markets or something, but I always had the impression they were like you - free and operating on their own terms. Beat too many of them up, then sure, but I dont see why a few fights here and there would render me a pirate in everyone's eyes.

3.) Assault Craft and Corvettes

Now, I got these ideas from mods, but I always thought fighters in vanilla were really underwhelming. Sure, you've got the Xyphos which is kinda good I guess, and the Daggers (which by the way are sick now because of the Reaper acceleration), but theyve always been a kinda lackluster ship class for me. We don't have any true CAS fighters like the A-10, or any gunships like the AC-130, which I would really like to see. Slowish craft that would get easily intercepted by other fighters, but with fairly tough engines and anti-ship guns. Even better, make the gunships circle around targets and blast them instead of ramming their face into the gun barrel of the nearest Onslaught that they see. Sure, you'd have to balance them, but I think the CR/respawn mechanic provides a great way to do just that.


4.) Explosions!

While I do understand that, frankly, nobody wants to destroy a disabled ship, there are always times when my quad-plasma Paragon accidentally wipes that Falcon off the face of the map, but the resulting *boom* is tiny, and the ship just kinda disappears. It doesnt really feel exciting, that way. There should be a big BOOM! and maybe a few parts (could be generic, easier to make, too) flying off like asteroids, maybe occasionally smashing into some ships here and there but nothing major. I always thought the ambience of this game was a very strong draw, and I'd like to see it be extended.

In comparison, the disabled flash of some ships is ridiculously high. Disabling an Onslaught, for example, makes my screen turn white for a good two seconds, and any quick pauses that I make during that time to look on the tactical map are similarly blinded. Perhaps the tactical map could have a tint to it, to darken the background a little?



Well, that about wraps it up for whatever I've managed to put on my mind right now. Might get around to writing another one of these after a bit more playing, and all.

83
Mods / Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
« on: November 14, 2014, 08:24:09 AM »
What ship is that supposed to be?

It looks like a Sarif to me, though I've never flown one in game, so I wouldnt know.

84
Mods / Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« on: November 13, 2014, 09:29:47 AM »
Ah, near-max is a completelly different issue. What weapons do you get this issue with? There are probably some wrong range values that AI picks.

So far its been the Charged Boltgun, the Piranha launcher, and the Alien Beam (Which, for some reason, I can find rarely at sale on some random station black markets). I'm not a fan of ballistic weapons, so I havent touched a lot of the XXXmm Cannons, but I'll get to testing that later.

By the way, some of the torpedoes/missiles, like the Club Torpedo, have a ridiculously short range. What's been happening to me is that I'd fire a Club, watch it accelerate for like, two seconds, flameout from lack of fuel, and almost immediately disappear, total travelling like 600 units.

85
Mods / Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« on: November 13, 2014, 09:05:00 AM »
AI in Starsector can deliberately lower shields or even avoid raising them if the shot will overload it and it has enough armour to handle the hit. When it has low armour and low hull it will prefer overload over being blasted (eventually leading to them still being blasted).

Ah, yeah, but this is without them having any flux at all, and without them being damaged. I'm simply able to smash their face in with my Charged Boltguns at near-max range, and theyre just not bringing up their shields.

86
Mods / Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« on: November 13, 2014, 06:52:03 AM »
Alright, been fighting lots of fleets and I think I might have found something. I've encountered a lot of spots where enemy ships simply dont put up their shields, letting me plaster them with shots as I wish.

Looked around for what might be in common between ships and it seems like this happens a lot with ships that have very low flux capacities (like the Skullcrusher).

EDIT: Also, the Particle Pulse Cannon description states that it fires three shots, but it fires four.

87
General Discussion / Re: How can you possibly profit from normal trade?
« on: November 13, 2014, 12:15:45 AM »
Profits from normal trading are meant to be difficult, if not impossible to obtain at this point.

I believe Alex has said before that he dislikes the form of money-grinding trade that some people would want to do. Basically the only ways we've got to earn money from trading right now are: Food shortages, supply disruptions, and selling things you get from blowing up fleets. The tariffs that are in place are currently what is preventing players from generating cash simply by funneling say, heavy machinery from planet A to planet B.

What I'm hoping for in the future is commissioned trades, like the Hegemony giving you a quest to send 5k hand weapons to some random backwater planet thats undergoing some crisis, or something along those lines.

88
Mods / Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« on: November 12, 2014, 09:11:40 AM »
Hm. Why is that? RSF have just 1 heavy machinery production site (or it is 2?) and machinery is required everywhere form a mere mine to a shipyard facility.

This is what happens when you get more than 6 systems with markets and factions are intended to have their own shortages :)

Try to exploit it and see what happens.

Tried to fly around, didnt find a single place with heavy machinery for sale before prices normalised. Organs, on the other hand, I got like... ten. I think something is out of whack with the demand or something.

89
Mods / Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« on: November 12, 2014, 08:39:21 AM »
Not sure if intended, but these prices are absolutely insane.

http://imgur.com/F1C20Fy

90
Mods / Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« on: November 12, 2014, 08:21:53 AM »
The amount of XP is, however, quite odd as i tuned down the XP per profit considerably.

This is the result of selling approximately 200 thousand units of food, though. Might want to look into the separate markets or perhaps remove food shortages altogether, since they're bound to cause these kinds of problems. As for the surplus in food and stuff, there is certainly way too much of some stuff everywhere. Vostok in my save has approximately 2 million food and organics, and this is after I've sold as much as I could be bothered to to the next door shipyard with a food shortage.

There are almost no 1-ship fleets in the mod, so you`ll have to hunt down those with 2-3 frigates. Good luck :)

*turns into a food trader 5ever*

Kidding. Worth the challenge, I suppose.

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