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Messages - TartarusMkII

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31
Hey, I thought I had this fixed but did not, so I came to this thread to make sure I did it right, but broke my game- So I reinstalled, and narrowed down my issue, but I have no idea what is going on.

After putting JRE7 into the core folder to replace the old one (removing the old first then renaming, etc), I edit the vmparams file as it says in the original post- but then the game does not start. Nothing happens, ever. Nothing appears, nothing technically crashes, there is no error log (the log that exists just says there was not enough memory from the last time it was working).

The only thing I change is the 1024 values to either 3g or 6g, or their MB equivalents (divisions of 8). Anything I change to vmparams causes the game to simply not launch.

What the hell do I do? =(

32
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 01, 2015, 06:16:49 AM »
The only medium beam weapons I found in that area were pulse lasers of the type I already had, and graviton beams =c

Also, I am noticing that for me, for some reason, music never plays during battle, and I do not know why.

33
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 01, 2015, 05:53:20 AM »
*showed videos of pwning*

Also, what weapons did you have on your Tempest? I don't recognize them and they are not what you'd start with. It doesn't really help to show me how to fly the tempest so well in the beginning of a game ^^;

34
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 01, 2015, 01:48:00 AM »
Oh okay, that's fine. I can't wait to see!

35
Mods / Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« on: February 01, 2015, 01:36:05 AM »
Yea, I did not mean to make it harder of course- and yea it just seems I am bad at the game.

But I had the idea that someone once said that you can only get standings up so high through trade before hitting a limit. Also, I don't really avoid Acheron for this reason, but I -seriously- fear your Hax defenders. If I am low on fuel, I will generally not go around that area even if I do auto save, just to prevent breaking my game.

Otherwise, I am very happy with SCY, and while SCY really makes me feel like the core tech is useless, burn speeds too low, etc, I think I would still feel that way even without SCY.

36
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.1a]
« on: February 01, 2015, 01:33:19 AM »
Ah okay thankyou, I'll go check it out.

37
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 01, 2015, 01:31:03 AM »
D.R I hate to sound pushy, I am just very curious- do you have any feedback or response to my own feedback? And thanks a lot Tommy, I am surprised, and it helps to see, but it seems like your Tempest has a crazy hard flux capacity that I just don't seem to have.

38
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.1a]
« on: January 31, 2015, 08:20:01 PM »
Other than the hidden system, where else can I find Neutrino markets? In most playthrougs, the solar collector has pretty much nothing useful. =P

39
Mods / Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« on: January 31, 2015, 06:27:47 PM »
Hey Tartiflette, I wanted to ask you a bit about SS and SCY. This isn't really about feedback, and by no means a complaint, but I'd love to know what advice you can give me.

I am having issues getting very far in SS+ for various reasons, but my play style usually defaults to picking a faction, using their stations as a base and fighting their enemies. I can't do that with SCY, and I used to dislike that until I really saw how strong SCY could be. I agree that it'd be a bit too cheesy to be able to get reputation with SCY so easily. So I do trade with them frequently and hunt bounties in Acheron to get SCY to like me as much as I can.

But I wanted to know, if it's so hard to get in good graces with SCY, what purposes to the large SCY ships serve? I have only ever been able to get a Hydra and various freighter ships (aside from the occasional escort or destroyer in the black market.)

How would you intend for players to acquire them normally?

Thanks!

40
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.1a]
« on: January 31, 2015, 06:14:44 PM »
Universal mounts can't mount any sizes other than the specified, part of the game actually, to keep the mounts from being too op :p

Not that I insist, but I was wondering if you could respond to the feedback I left? I want to use Neutrino, and I'm not exactly sure how. lol

41
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: January 31, 2015, 06:12:37 PM »
Tartarus: try going Tri-Tachyon -> ...

Thanks for the advice Orost, I am glad to hear that someone else does sort of see what I'm saying.

Afflictor is bounty hunter -> ship upgrade (should be accessible from any background).

Some of the starting options are probably noob traps, like the Hammerhead one (see this thread) and probably Lasher as well. Even Alastor is more difficult than it should be (ship is great, but 3x IR Pulse Laser is yuck once it starts chewing through your flux).

For the early frigate game there are often smugglers with 1-2 weak ships (Hound (D), Cerberus (D), shuttle) to pick on. Much safer than trying to fight the combat fleets.

For some reason, maybe having to do more with the amount of factions I have rather than SS+, pirate spawns are very hit or miss in my play-throughs. Many systems simply don't have any, and if there is a very large military presence between both pirates and the faction's military, both will end up only spawning very large fleets to fight eachother, leaving nothing for little 'ol me to fight.

I'd say go Wolf + weapon upgrade. It gives you a Heavy Blaster which is excellent for the early game. Then equip the rest of the ship like this:

2 Harpoon MRM for the small missile slots (to be used when their shields are down)
1 Antimatter Blaster for the forward energy slot
2 point defense energy weapons for the remaining two energy slots

Get the missiles rack upgrade ASAP and you'll be defeating most early game pirate fleets with no problems, just avoid the ones with cruisers. The other starts give you better ships, yes, but getting some effective weapons can take time. Antimatter Blasters are a common find in pirate fleets and the Heavy Blaster provided by this start is a real deal breaker.

A few months ago someone gave me great advice for how to fly the Wolf with the Heavy Blaster properly and I tend to use that, but I don't think I'd have any use for the AM blaster. The beam PD you start with with the advanced weapons are awesome though. I am not so skilled with missiles though as my harpoons routinely miss. I usually hold off on the missile racks. Thanks for the advice!

TBH, I find Starsector+ too easy. I always start with the Tempest, and I take on fleets as large as 2-3 destroyers and several frigates from second 1. If I start with bonus bounty, in 10 minutes I have 100k. I just grab a few haulers, keep at it with just the tempest, and sell the loot aswell. Then it's just easy from there.

When I say it's too easy, I mean there's no real challenge end-game. When you're level 40+ you can just steam-roll everything. I keep setting personal objectives to make it harder. Maximum 50 FP, all frigates, no missiles, all fighers (killing Templares with fighters only is probably the biggest challenge, because of Priwen Bursts that decimate 15 squadrons in one go), stuff like that.

I appreciate your look into the game- I consider that sort of thing to be more cheesey, but for my benefit, I'd love to know how you fly the Tempest and survive against so many destroyers before your battle readiness gets to 0 =P

For the record, I have no problem beating Pirate fleets with lasher + advanced weapons.  You have to pick and choose your targets, which you have the ability to do because of your high burn speed compared to pirates which usually have (D) ships.

But then as soon as you take a ship that moves slightly slower, you are at huge risk to being caught out. You're forced to only use ships with high burn speeds, IE, never destroyers and god forbid anything larger. If you can even afford the fuel+supplies


42
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: January 31, 2015, 03:28:33 AM »
Yea I seem to be having better luck fighting first before trading, but it's just luck. I am still in no shape to actually take on actual bounty missions. Right now I have my wolf and two escorts and a SCY freighter, my burn speed is decent and I've been winning larger fights vs crap pirates in Corvus, and when I can, I will try to use SCY ships for trade. But I am pretty disappointed, not in SS+, but just in the experience in general. For example, since I am using all of the faction mods that are up to date, it's very hard to have any reason to bother with factions that use older ships when I can get these better nearly OP faction ships. Burn speed especially. Thats like, the biggest issue to me. I can have a big lumbering fleet, but I can't afford it- I can't even find enough fuel for such a venture let alone afford it. (not to imply I should be able to do this right away of course.)

I was talking to my Skype group about it, and a lot of people are telling me that the game (SS+) sounds far too difficult. With so many factions having locked content like capital ships so far away, the rogue like being so difficult, how am I supposed to ever make use of any of that content? I'm having extreme problems finding and affording fuel and supplies in my game. I know you said in the past that this can be related to the balance of markets, but what about the tolls? Why is it that when I trade, I make a profit only to have it removed by the guards? This is vanilla, yes, but did you consider it when making SS+ more difficult?

I love this game, but my friends who listen to me play it are right, and all I ever really talk about is how stunted I am and how I have to constantly restart so early. I can't seem to /have/ a play through.

43
Mods / Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
« on: January 31, 2015, 01:11:15 AM »
Sure I totally agree, but like.. WHy does the fleet have to be so large? lol

44
Mods / Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
« on: January 31, 2015, 12:39:47 AM »
https://www.dropbox.com/s/4esps59bgyi9nfk/haxbullshit1.jpg?dl=0



This has happened again. I just started the game and accidentally fell into Acheron. This consistently ruins my games. Please make this stop. I really like using your mod, your ships, etc. But this is just one more thing that breaks the game for me.

45
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.1a]
« on: January 30, 2015, 09:55:53 PM »
Heya, I have been waiting a long time to play this mod, waiting for it to be updated; Obviously a bit late to the party myself.

I'm going to leave some feed back in this post here, as I want to make Neutrino my home-faction. Right now I am in Corvus fighting pirates and selling the loot to the solar station.

Right away I was interested in the Polarity drone, but what worries me is that despite it's amazing base price, it still uses the same logistics per day as the shuttles do. It also has a burn speed lower than the shuttles, but I imagine they would be useful in larger fleets? Right now the Neutrino station literally has nothing to offer me.

I'll edit the post as I go.

I was forced to leave Corvus or risk losing the game- maybe its just my game, but the station was just not worth trading with! I found DA though, and they're neat. But that's for another thread!

I bought a Casuality class phase frigate, and I think it's cool but its AI is being super cautious, and it never goes in range to attack with its weapon even if I order it to attack a target. It won't even use its ability.. It's right now 100% useless to me, and cost more than a SCY destroyer sized ship.

Encountered some sort of a bug. When using the solar collector in Corvus, a Neutrino fast picket wanted to toll me, and I obliged. But the message says I have a 0 fleet size, 0 cargo, and 0 credit toll.

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