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Messages - OOZ662

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16
Bug Reports & Support / Re: [0.8a RC19] Khopesh & friendly fire
« on: April 29, 2017, 05:23:29 PM »
I even stopped using Piranhas because they were constantly destroying the front wingy bits of my Hammerhead (D).

17
Mods / Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« on: April 16, 2017, 03:52:16 PM »
This was an interesting message to get when trying to generate a new sector. Them wily number generators.

Code
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1447)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:777)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

18
General Discussion / Re: The gates
« on: March 18, 2017, 11:28:36 PM »
I'm not convinced one of the gates doesn't lead to Brennan's Triumph.

19
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« on: February 24, 2017, 01:48:23 AM »
Just about anything's possible if you try hard enough. Patience and peak active time being the limiters.

20
General Discussion / Re: Rare Ships
« on: February 10, 2017, 10:19:47 PM »
...so if you're keeping that Java up to date, it's known to become unstable. And I have no way of knowing how many mods you run.

21
General Discussion / Re: Rare Ships
« on: February 10, 2017, 09:20:44 PM »
Nope, always update to current version. Also have to add, my game was modded to oblivion, that might be another reason of quick mem bloat.

Starsector runs on its own copy of Java in its installation folder, not the one installed to your computer. If you haven't messed with that Java, you're running the 32bit version which is severely limiting your memory usage, especially if you haven't edited the vmparams file. If you do keep that copy up to date, the newer versions of Java have been found to be unstable with Starsector which ships with 7-something.

22
Discussions / Re: X Universe
« on: October 23, 2016, 12:36:40 AM »
Aye, I Googled it and it sounds pretty great, but I've been reduced to a 32-bit laptop which is hard to strap a joystick to, struggles heartily to run vanilla X3 with the horrendous numbers of individual ships they've spewn across the galaxy, and whose GPU has lovely lead-free solder balls that love to disconnect themselves as its temperature changes.

Someday I'll have a real computer again. And that sounds like it'll be one of my first things to try.

23
Discussions / Re: X Universe
« on: October 22, 2016, 09:16:23 PM »
No, I recall around the time that I got through with vanilla Albion Prelude and the XTM mod was when I started having computer troubles and the heavier X3 games started getting hard to run.

24
Discussions / Re: X Universe
« on: October 21, 2016, 12:59:48 AM »
The reason the autopilot sucks so much is due to the simplicity of it. There's a big pole sticking out of the direct front of your ship with a button on the end of it. If something presses that button, the ship rotates so many degrees, waits a small amount of time, then tries to return to course. If something gets close enough that the side of the button doesn't hit it, then the ship does. This only got much worse in X3 because a lot of things became bigger.

And the key of it, is that all of the X3 games are X2 with bigger ship models and slightly upgraded graphics code, some added audio, a new GUI and updated controls, and internal docking removed. I did a bit of basic modding for the game years ago and you'd be astounded at just how much of X2 is still packaged in X3.
Most amazing to me is how the sound system works. Go ahead and open up the game folder, then the "mov" folder. Inside, you can ask your favorite media player to open any of the large .dat files. Inside you'll find a good portion of the video sequences from all the games up to that point and the best part, 00144.dat: "44" is the code number for "English" used in the file structure, and in this twelve+ hour long audio file you'll find all of the spoken dialogue from the games including stuff that didn't get put in. This is part of the reason you'll get hiccups and weirdness when something voiced happens (especially on computers contemporary with the game) because the game is just told to play the bit of that huge file between XXXX and YYYY milliseconds. It's also why XRM got away with being able to have voiced names for all the ships it added (It added ships from Nexus: The Jupiter Incident. Irrelevant, but it makes me fangirl a lot.) because they were words Egosoft had the computer actress say just in case they'd need them someday. Note there's also the Soundtrack folder which has the exact files the game plays for all its music; there's a thread on the Egosoft forum that catalogues some of them.

I've spent thousands of hours playing everything since X2. So much so that I can't even compile a reasonable "here's my experiences" post. Vanilla, both X-Tended mods, XRM (which I even kinda got to contribute to, a little), and hundreds of other scripts and mods...I thrashed the poor thing like so many people do to Skyrim these days. And I can relate to the complexity; I got a disk copy of X2 along with the first video card I ever bought and I threw it away because I couldn't figure out how to do more than spin and shoot. Years later I finally invested the time (much more time, because I restarted with X3: Reunion and they kinda gave up on making decent manuals after X2) and now I'm a veritable master at a game nobody else ever really wants to learn about...

25
I know I had horrible Out Of Memory problems on my craptop when only using "support" mods, what was Starsector+ (which at the time had just broken up into the multiple packs), and Blackrock Driveyards. Something about the Blackrock sectors made them pin the memory, especially when jumping into them. I haven't really played since then.

26
General Discussion / Re: Ships now break apart!
« on: October 14, 2016, 08:55:35 PM »
Is it just me thinking it needs some struggling crew spewing all over the place ala S.P.A.Z.?

Yeah?

Okay...

Spoiler
Yes, I'm kidding. A little grimdark for Starsector, but also oddly grimly funny.
[close]

27
Blog Posts / Re: Fighter Redesign
« on: September 01, 2016, 05:51:20 PM »
I know this game is supposed to be kinda scifi-ish (kinda like Firefly is supposed to be scifi-ish, but is also a Western), but I've never liked the idea of "enforced limited production" things. The other major example I know of is Mass Effect, where the "superguns" that Shepard gets ahold of have some kind of rights-management system in it that means you can't build yourself two more of them and jack up your squad's power immensely. I just cannot be convinced that there isn't some cartel or rogue agency out there (like the one in the second two games) that can pirate and crack that sucker open.

Same with this game. I've never been too friendly with the idea that the carriers in combat literally build fighters from the materials stage (Supplies) before cramming a pilot in and shoving them out the door. My headcanon was thus that the limited number of fighter hulls per engagement referred to how many fighters were "on deck," stored assembled but ready to "unfold and lock the wings," stick a pilot in, arm, and launch. Now we supposedly get these seriously-can't-hack-these-guys chips that we plug into something and again a fighter is plopped out in seconds and shoved out the door.

I know I'm just one person, but my immersion into the canon of the universe would fit so much better, especially for "retrofit" carriers that couldn't feasibly have a whole fighter manufacturing plant crammed into them, if the fighters were sold simply as crated ones instead of magic chips. They're sold in a shipping container all bundled up for "easy" sale and carriage in fleet supply ships, then when loaded on a carrier are assembled during the "downtime" of the fleet traveling around or in dock, then "unfolded" for launch. This also leaves open the plausibility for later developments that someone might open up those crates and do something (Upgrade? Sabotage? Booby trap? Tracking device?) to those fighters before their sale. It's much less super-techy whizbang scifi, but I think much more relatable to the "we're living on the scraps of what high-tech still exists after The Calamity" lore that this game has.

28
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« on: April 25, 2016, 01:59:24 PM »
Well, that's why I ask instead of stating, because I know most people aren't as weird as me. ;D I never noticed it until I was staring at the stats because it just sits on the back of my Nevermore in an auto group plinking things all day.

29
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« on: April 24, 2016, 03:02:38 PM »
Is the Particle Rifle meant to have a weird ammo count? Two clips of 6 for 16 shots so it actually "reloads" three times.

30
Mods / Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« on: April 24, 2016, 10:11:25 AM »
I was really excited when I heard SS+ was going modular because of my low RAM capacity. While I absolutely love the IBB system, it's a whole lot of sprites for a kinda "sideshow" in the game, and so I was begrudgingly looking forward to getting rid of it to stave off the crashmonster. With it combined in with the rest of the SS+ ships and weapons, though, that only leaves either really nerfing down the pirates (by not using Underworld) or leaving the problem intact, as getting rid of such a core to the gameplay isn't an option.

Not that I expect anything special to be done just for the snowflake peasants(and there's no sarcasm in that), just felt like saying.

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