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Messages - Cromodus

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16
Mods / Re: [0.65.1a] Interstellar Imperium v1.6
« on: December 16, 2014, 10:07:34 AM »
Awesome mod. The only thing I really dislike is the lack of storage but I just mod in a storage submarket so its not a big deal.

What do you mean? I'm interested.

17
Suggestions / Re: Economy - Separate the Import and Export prices
« on: December 11, 2014, 04:40:36 PM »
Hi! Wanted to reply here because it's an interesting point, though I think ultimately the simulation is doing the right thing :)

(There actually *are* two prices, one for buying and one for selling. I might compress that into one price, though, as it's not very important (and, judging from your post, not very apparent). All it does is make "producer" markets pay even less for things they produce, which isn't that important. Keeping two prices around for now in case they come in handy, but it's looking increasingly less likely, and becoming increasingly a hassle to manage UI-wise.)

Moving on from that, there are a couple of things to consider in the scenario you ran into.

First, the goods available for you to buy only represent what that market is willing to sell, not the entirety of what's available. Both conceptually and mechanically, you're not buying their last units of food - if you were, then the prices *would* be very, very high.

Second, the price you're getting is the price at which they've stopped being able to sell these goods to other markets. If the price was higher, they would sell even less and have a higher surplus. So, it's not really a question of what they might want for these goods, but what they can get, given that they're already willing to sell them.

You know what, that makes sense. I returned to Babylon shortly after and the food was restocked, now being sold at 43$ instead of 11$.

Alright! Good game.

18
Suggestions / Economy - Separate the Import and Export prices
« on: December 11, 2014, 07:53:05 AM »
I noticed someting that doesn't quite make sense with the economy.

I have the Starsector + suite of mods installed. In my current game, the Templars have caused a catastrophic crash of the economy in the Imperium sector. Thousands dead, the system will be broken for a while.

What this means is that every planet and station in the system now has 0 stability.

So I went over there, with fuel, metals and ores in the hopes to sell some stuff. On the small outposts, even if there was demande for all my things, the prices were quite low. That makes sense, these people probably don't have any money anymore. There wasn't much on sale either.

However, and this is where I saw a problem, when I visited Babylon, the capital, the prices made no sense.

The station stability is at zero, meaning low prices, but the station supply was also very high. There were 6500 units of food on sale at 11$. If a system was recently crashed I figure they would BUY goods at a very low price because money is in short supply but they would also SELL the same goods at a very high price because they need to hang on to those goods or they need a lot of money.

There was an Atlas on sale. I bought it, I bought and carried the 6500 units of food and many other goods back to my base in Magec and I suspect that very soon, the price for food will rise drasticaly on Babylon, where I'll be able to simply bring back the food and sell it back to them at a high price.

19
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
« on: December 10, 2014, 07:46:07 AM »
Hi Rev,

Would it be possible to add a randomizer to the Tariff rates and at the same time apply a kind of Upkeep mechanic to storage bought at bases, something ressembling the crew salary.
I didn't think much of it until I started storing thousands of tons of equipment and capital ships at a station where I payed a one time 5000$ fee. I thought that was a bit weird.

I guess in the end I could imagine the excessive tariffs make up for the practically free storage.

20
Suggestions / Ability to wait at a space station
« on: December 02, 2014, 05:38:41 PM »
I just got camped by pirates at Jangala. All I had was a freighter but I figured I could simply hide at the space station and wait for them to leave.

Except the game pauses when you're in a station. So I lost my ship. :(

21
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« on: November 30, 2014, 02:08:03 PM »
Version Checker 1.2 (Doesn't work really well, btw)

Sorry to intrude, but could you give more detail on this? If there's something wrong with that mod I'd be glad to fix it. :)

If you're referring to SS+, ShaderLib, Interstellar Imperium and the Templars failing their update checks, that's because DR's personal site is down and that's where his version files are hosted.

Ok, that's exactly what happened. Thanks.

22
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« on: November 30, 2014, 11:36:36 AM »
Problem: With the newest updates of all mods compatible with Starsector +, I can't load even a freshly created game: Mods are incompatible or something else is wrong.

I have these mods:

Starsector + 2.2
Citadel 0.7.4b
Imperium 1.5.1
Lazylib 2.0b
Shadowyards 0.5.2.2
Templars 0.9.3e
Mayorate 0.8.1
Version Checker 1.2 (Doesn't work really well, btw)
Shaderlib 1.01

My friend has the exact same configuration except for Starsector + 2.1.2 and he's not having any issues.

Edit:

I tried with SS+ 2.1.2 and it doesn't work either.

Edit:

Reinstalled everything, it works. I think starsector.bat was messed up.

23
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
« on: November 24, 2014, 07:25:10 AM »
Small error in the Circe description: "demand that can not every fleetmaster can justify."

I don't remember if it was Vanilla or SS+ that stopped allowing bomb launchers to be bought/sold/looted, but the pirates have dropped me a couple standard bomb bays.

I haven't seen a Valkyrie available to buy since at least before 0.6.2, if ever. Is there somewhere specific that likes to carry them?

Speaking of the Circe, I was looking for an anti-fighter solution AND an upgrade to my mule. I wasn't sure about this ship but it's amazing. I loaded it with 7 Light Grasers and 2 mull cannons (?? It's a small energy with crazy DPS, from Mayorate I think).

Anyway, fighters get disentegrated faster than ever. Very satisfied.

24
IT WORKS!

My "presumed lost" save is back, and it loaded faster than ever.

Thank you sir!

25
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 18, 2014, 04:21:05 PM »
Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

At a guess:

2) The Java heap space requires a contiguous block of memory, so if Starsector won't start after raising the value, try things like closing browser windows to free up RAM.

No dice, even with 2048 the game won't start. I have 8GB of ram, most of it free. Is something else missing?

26
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 18, 2014, 07:49:28 AM »
Cromodus, do you have save compression turned on? I think it has corrupted many people's save files. Sorry :(

I haven't really tweaked anything besides the RAM allocation. How do I change this?

Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

At a guess:

2) The Java heap space requires a contiguous block of memory, so if Starsector won't start after raising the value, try things like closing browser windows to free up RAM.

Yeesh! That's as rickety as it gets. Ok I'll try straight after booting.

27
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 18, 2014, 05:41:13 AM »
If this is an issue, it's intrinsic to SS+ and would happen no matter which mods you used.
From personal experience, I was able to run SS+ 2.0.3 with Shadowyards, Mayorate and Citadel with 2048 megs allocated in vparams. SS+ 2.0.5 with the same mods plus Templars refused to load a savegame (to a point of outright crashing my PC) until I upped memory allocation in vparams to 5 gigs.

If the memory issue is indeed mainly based within SS+ itself, then it means that rather minor gameplay changes between SS+ 2.0.3 and SS+ 2.0.5 (and 2.0.6) led to SS+ eating up x2,5 times more memory. I don't exactly feel that changes between 2.0.3 and 2.0.5 are "what makes Starsector+, well, Starsector+", it rather looks like 1% of what makes SS+ costs 250% of memory consumption increase.

I know you're by no means obliged to, but it would be really neat if you'll look at this issue from this point of view and, hopefully, curb down memory consumption of SS+ back to where it was at 2.0.3 or so.

I'm getting the same problem as everyone else. Can't load my save anymore. I get a Java crash error.

I updated to Java 8u25 64bit, from 7u51 32bit. Still getting a crash.

These are the mods I'm using, all updated to the latest version:

Lazylib
Shaderlib
Starsector +
Imperium
Mayorate
Templars

Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

The game won't start, just when my fleet was starting to kick ass :(


28
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 14, 2014, 06:35:20 AM »
Updates for all!  You will need this version if you want to add the Interstellar Imperium.



Version 2.0.6
  • Updated for new Interstellar Imperium content
  • Weapon grouper improved
  • Stellar orbits now conform to the inverse-square law
  • Various bug fixes and feature adjustments

Do we need to start a new game or can I simply slap this onto my current savegame?

29
General Discussion / Re: How can you possibly profit from normal trade?
« on: November 13, 2014, 11:15:42 AM »
To respond in general: I'm aware of the current shortcomings :) I think it'll work better once more events and variety are in the mix, and perhaps some other mechanics to guide things along (say, a monthly fee based on quantity for storage?)

And tariff adjustments based on the prosperity of the colony? Or just randomized tariffs all around between 10% and 30%?

30
General Discussion / Re: Anyone found an astral-class yet?
« on: November 12, 2014, 01:12:13 PM »
Their only military base is at Achaman in the Magec system.

Theres a tri-tach outpost in teh valhalla system...

Yeah but they never sell anything interesting.

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