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Messages - Spenz

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16
Flux torpedoes are large energy weapons from the Mayorate mod, in which Starsector+ supports.  They are pretty decent.  Good fitting costs, decent range and the projectile speed can be improved with skills. They do have a not so decent reload rate however and they cost a pretty bit of flux to fire themselves, but if you hit a target, more often than not you will overload it or cause it to vent.

Personally if I were you I would replace the reaper launchers with graviton beams, replace the autopulse lasers with high intensity lasers, scrap the unguided missiles and put flare launchers instead (just to fill the slots), and replace the Burst PD with Diode PD (if you have the citadel mod as well) to free up even more OP.  This should let you put more caps and vents on your ship.  

Beam lasers actually got a buff, either in SS or SS+, so beam paragons are pretty OP now.  The flux torpedoes are really the only alpha strike weapon you would need anyways.  2 shots is usually sufficient and they can't be shot down like the reapers can.  Furthermore, it gives you a chance to put those Adv. Optics to better use.  You could also replace all IR lasers with tactical lasers, but that is up to you.  Tactical lasers with Adv. Optics and Integrated PD AI are pretty decent dual purpose weapons.

I would replace the Conquest or fly it yourself.  Put as much speed on that thing as you can and kite the buggers.  Otherwise, a Shadowyards Mimir or a Mayorate Ravana.  The Mimir is just broken as *** and the Ravana is pretty decent as well.  If you have the templars installed as well, look around various shipyards.  Every so often Templar fighter/bomber wings will appear.  Buy them as you see them and use them.  Very high operating costs but those things, especially the bomber variants, are murder to any vessels they encounter.

17
Mods / Re: [0.65.1a] The Knights Templar v0.9.3f
« on: December 19, 2014, 04:25:53 PM »
In SS+, it's a 10/10/10 400-FP death ball.  I don't think you'll have to worry about difficulty.


oooooh I'm interested!  Once you grind the rep and get yourself an archbishop/4+ wings of templar fighters, or a Paladin, there really isn't much that can challenge you.  The default fleets are often too weak, and sustained operations to make them stronger by wiping them out are exceptionally difficult due to the large logistics footprint that Templar ships have, so you never really get the opportunity to fight fleets of sufficient strength.  Plus I like the idea of at least one of the major factions trying to take the fight to the Templar.  Right now it seems everyone just lies down and takes it up the exhaust nozzle.

18
Mods / Re: [0.65.1a] The Knights Templar v0.9.3e
« on: November 26, 2014, 01:40:44 AM »
I eagerly await this pain train.  I need a grand final battle to shatter my fleet.

19
Mods / Re: [0.65.1a] The Knights Templar v0.9.3e
« on: November 25, 2014, 08:56:39 PM »
If people are adverse to adding new ships for the Templar, what about introducing those from where, and whom, the Templar got their advanced tech from?  Could there be room for another OP race, one that is more powerful than the Templar and who are just as angry?  I mean the templar are fricken tough, but once you get a hold of their ships and tech, the playing field starts to even out quite a bit.  Granted, many Bothan's died to bring me my kitted Paladin, but I have left a trail of holy death in its wake, and the Templar are no longer much of a threat.

Of course, if this becomes a reality, it is waaaaaay off in the distance.  I just love the concept of endgame content period.  Starsector, even with all the mods, desperately lacks endgame stuff, and the Templar scratch all the right itches.  

20
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 17, 2014, 11:04:46 AM »
I will admit my mod list is....full.

I have all of the SS+ supported factions plus SCY which is unsupported (culprit?).  The crusade was occurring in Gigas, with 1 Shadowyards heavy fleet, 1 Hegemony Heavy fleet, 1 heavy Templar fleet and 2 small Templar fleets plus my own (5 ships including a newly-captured Crusader).

I have never ever had any issues with StarSector with 4gb allocated (even back in the days of 20 races).  Even now, with SS+, 0.65.1a, and my current mod setup, the game would never go beyond 3 gb of usage, with an average of 1.6 gb, up until that save at least.

Personally I just don't understand it.  Guess its time to start a new game. :(

Edit: I can see about uploading the save itself if it would help.  I actually took a look at it in Notepad++ and the save file itself is a whopping 122 megabytes!  It even lagged Notepad++.  My average unzipped save file size is 84 megabytes even at level 40, so I have no clue what happened.

21
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 16, 2014, 08:43:53 PM »
Ok so I have just encountered something really....not good in this mod.  Now I know crusades tax the game a lot, but something has happened to one of my saves that is just ugly.

So I made the mistake of saving in a system with a crusade currently going on.  Nothing too big.  3 Templar fleets and almost no defenses left.  Just me and maybe 2 full defense fleets.  Anyways I quit the game to do something else, and when I came back to the save, it starts freezing and thrashing.  The very signs that Starsector has run out of RAM.  How could that be though?  I had set vmparams to -4096 (I have x64 Java).

Anyways  I set Starsector to use -5120, but it STILL only goes about 45% up the loading bar.  If that is the case, it is going to take at least 12+ GB of RAM to load this save.  

Before anyone asks,  everything is up to date.  Starsector is .65.1a, and ALL the settings in my game are stock with the exception of turning bloom off in the shaderlib settings.  If this is what could happen with a normal client, isn't that a huge problem, especially considering the...lack of fleet activity in the system I saved my game in?

This can't be normal.

Edit: Yep client froze at 45% loading the save with a RAM use of 5,788,252k.  Im going to try and load the save on another computer I have that has Starsector, one with 16 gigs of RAM.  I will see if 12 actually loads it but that is completely ridiculous for a Java game.

22
Mods / Re: [0.65.1a] ICE Faction
« on: November 15, 2014, 11:53:52 AM »
I am getting the food event crash of death.  

Spoiler
122405 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent  - [The Exiled Idoneus Colony Fleet] Ended by relief fleet arrival
122976 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.RecentUnrestEvent.startEvent(RecentUnrestEvent.java:20)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.increaseRecentUnrest(BaseEventPlugin.java:265)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.endEvent(FoodShortageEvent.java:615)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.reportFleetReachedE ntity(FoodShortageEvent.java:815)
   at com.fs.starfarer.campaign.CampaignEngine.reportFleetReachedEntity(Unknown Source)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

My game is fully updated, ICE is at 0.3.2, and, like the previous person who had this issue, my character is at lvl 39. Unlike the other person who posted this bug, I started my save from scratch and had absolutely no issues up until now.

It is an infinite loop unfortunately.  As soon as the food shortage ends on the exiled fleet the game crashes without fail.  I am sure I have had the same event occur at some point previously, but there has been no issues.  The game starts to act funny though as time goes on, saying messages like $ifmarket$ or something along those lines, and it appears to be directly related to trade events with the Exiled fleet.  I don't know if that is helpful or not.  Maybe the Exiled fleet needs to be removed from the economy?  Is that even possible?

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