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Messages - Serenitis

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1381
General Discussion / Re: ---
« on: October 03, 2015, 02:37:05 AM »
Well, he changed the title and the contents of the post to "---".  Wonder why.  Did he feel embarrassed or something?
Maybe it was the two dozen or so politely worded "NO U" replies that tripped the stropswitch.

re: Faction Identity.
I don't think we have a massive problem as it stands. Sure we could use a bit of a tweak to emphasise certain ships in fleet compositions, but the overall feel of all these groups essentially using whatever they can get hold of does okay.
For example - I don't think I've ever seen a faction Onslaught outside of a neutral or Hegemony fleet. Nor a Conquest outside of a Sindrian or Luddic fleet.
(I'm not counting pirate/bounty fleets.)
All the rest seem to be a mish-mash of whatever was available and not full of holes, which could probably use a bit of tidying up but it's not the sort of thing that really screams PRIORITY.

I wonder if each ship had an entry in the .csv to declare that this ship is high/mid/low/some other category tech, like how some are marked as civilian.
And then use this to build faction fleets by requiring a minimum of x% to be one of those categories.
Not sure if this is something that would be worth the effort (for now) - Adding an extra column to a csv is trivial, but I have no idea about the code side.

1382
Bug Reports & Support / Menu Elements not appearing on screen transition.
« on: October 02, 2015, 03:23:50 AM »
This is the first time I've seen this beahviour and since it was immediately after installing a mod I was under the impression that was the cause.
I've since been told this is a problem with native SS rather than any specific mod.

Ref:
Found something that might need looking at....
Docked at Macau in Magec and got this: http://i12.photobucket.com/albums/a224/Tifi78/iamerror_zpsbtpke127.png
The superchill port music was playing, but no menu elements appeared and there was no response at all from the game and it had to be process killed from taskman.

And this is the log that was generated.
Spoiler
4928174 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [TiandongMarketInteractionFriendly.ogg]
4928185 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [TiandongMarketInteractionFriendly.ogg]
4938478 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
4938478 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Hand Weapons(Macau)
4938496 [Thread-5] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab: null
java.lang.IllegalStateException
   at java.util.ArrayList$Itr.remove(Unknown Source)
   at com.fs.starfarer.campaign.comms.PlayerTransactionLineItemData.øÕ0000(Unknown Source)
   at com.fs.starfarer.campaign.comms.IntelTabData.performCleanup(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
   at com.fs.starfarer.ui.D.I.<init>(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.O0OO.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:110)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:142)
   at com.fs.starfarer.ui.D.O00O$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.D.super.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

1383
Mods / Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
« on: October 01, 2015, 03:40:07 PM »
[edit]
moved to bug reports

1384
Mods / Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
« on: October 01, 2015, 12:58:56 PM »
Off topic here, but the Assault Chaingun is considered mediocre?  What else do you suggest for a brawler-range explosive-damage ballistic weapon? (ex. for an Enforcer)

I generally use heavy maulers if I use an HE medium slot. More commonly I have heavy needlers and either a large HE weapon or missiles. The assault chaingun is problematic because of its spread and tiny per hit damage; it's much better to let a weapon "cool" and fire a somewhat-accurate high-damage shot to the edge of the weapon's range than to fling lots of tiny ones all over space.
^ this.
AC is at best an irritant because it just can't hit hard enough and consistently enough to be a threat to anything capable of movement.
In vanilla SS, if you want to mount a medium ballistic gun with HE damage which isn't a waste of time you have to mount a mauler.

Thinking on it, the Haephestus is really the large version of the AC so it's probably not worth the effort duplicating it unless someone can come up with a fun gimmick for it.
Keeping the not-AC to medium and giving it a short range and higher fire rate with quite a hard hit, but with a cooldown/reload period might be useful? Kind of like a future volley gun.

[edit]

Found something that might need looking at....
Docked at Macau in Magec and got this: http://i12.photobucket.com/albums/a224/Tifi78/iamerror_zpsbtpke127.png
The superchill port music was playing, but no menu elements appeared and there was no response at all from the game and it had to be process killed from taskman.
Not seen this before.

1385
General Discussion / Re: Recommend similar games?
« on: October 01, 2015, 12:40:28 PM »
I don't have mutch problem on 7 64bits. Though I have the Extension, maybe it changed something? Anyway for me it's the space game with the best ships explosions to this day, and sit squarely in my top five space games ever with Homeworld (obviously) Nexus the Jupiter Incident, I-War 2 and Starsector

I like Haeg. It is really fun to play, maybe because it lets you tool around and do your own thing most of the time but when it directs you to do something it isn't at all obnoxious about it.
Spoiler
The only problem I really have with it is that since Vista there has been a persistant problem with the sound output for it, which generates an error, which in turn creates a dialog box to inform you the user of said error.
Only this dialog appears 'under' the game window so you never know when it appears, and as it's a standard windows dialog with a single 'OK' button it is system focused (as is any windows dialog when it is generated) it is closed by pressing space which is the standard "press the currently highlighted dialog button" key.
Closing the dialog closes the program having the problem - that being the game you are playing.
And space is the single most used key in Haeg. as the transition between the map and tactical views. You can map that to another key to side step the issue as, but I have never yet managed to play a game and not press space eventually because I've gotten so used to doing it.

Yes. I do have the extension/fan patch and it still does all this.
[close]

Haeg. is based in an older game called Imperium Galactica II, which is in itself a pretty decent spaceshippy fleet style game which is 15 years old now and still has elements which look miles ahead of some stuff being released today. The videos on the 4 (!) CDs are a standout example.
tl;dr - IG2 is a nice game.

Someone also mentioned Homeworld.
They are not wrong.
Spoiler
The original HW was intended to be a tactical rock-paper-scissors deal, but rather turned out to be a salvage and piracy simulator. Very fun though.
HW: Cataclysm is (imo) the best of the series as it reigns in that particular behaviour while giving you a super fun ott story to play with along with a ton of QOL improvements.
HW2 is very pretty but is far far too fast and twitchy for my taste. (frigate lost frigate lost frigate lost frigate lost frigate lost frigate lost)
HW:Remastered is again very pretty but is a complete failure as it is HW2 dressed up as HW1, and almost none of the basics of HW map at all into the HW2 engine. So sad.
[close]

1386
Mods / Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
« on: September 30, 2015, 12:13:18 PM »
Is there any mod with a medium version of SS+'s Contender Cannon (by which I mean short-ranged powerful HE damage spike)? That might be something to do.
Blackrock has it's Gale and Squall cannons which are pretty much this. (One is long range and the other short but I can't remember which way round they are.)

A mod to the vanilla chaingun could be something to play with. Maybe give it an actually useful amount of hitting power but a shorter range and flaky accuracy?
A missile/rocket with a proximity fuse which on detonation spits out a cloud of tiny proximity charges.
Some variant of the large ballistics modified for flux efficiency over range/damage so the ships don't struggle quite so much. (A stripped down single barrel Mjolnir for ex.) Or upscaled versions of mediocre mediums like Arbalest and Chaingun.

1387
General Discussion / Re: latest versions made game worse
« on: September 30, 2015, 11:52:51 AM »
...Although I still want factions to impose captain bounties on other factions instead of just against the Pirates.  Sure, they can put up general bounties for number of ships destroyed on any faction, but having a target is usually a lot more profitable (and expands on what you can do between factions).

I might be wrong here but I'm sure factions already do this.
Once you get a high enough rep for them to give you access to their comm relays you start seeing assassination contracts for captains of rival factions.

OP does have a point buried under all that bile though.

It would be nice if civilian ships sometimes offered to surrender if you defeat thier escorts.
It would be nice if customs scans were conducted in port where it doesn't matter instead of in space where it is just an irritant.
It would be nice if the boarding mechanic wasn't quite so.... Frustrating.
It would be nice if the trading system wasn't quite so.... Punitive.
It would be nice if fighters were not more supply and crew intensive than actual ships.
It would be nice if the CR timers went away. Far away. :P

Time will tell.
Until then: Just stay calm and shoot spaceships.


1388
General Discussion / Re: Recommend similar games?
« on: September 30, 2015, 11:36:00 AM »
Not sure about dead on similar stuff, SS is fairly unique as far as my (admitedly limited) experience can tell.
Here are a few spacey things I have enjoyed which you migt too:

Transcendence
Sort of the wayward child of Ur-Quan Masters and Rogue.
Not much in the way of player fleet action, but plenty of murder and looting along with an RPG style of equipment handling.

Distant Worlds
More emipre building than fighting.
It is however possible to automate virtually everything and take command of a ship or a fleet while the AI just does its thing.
Designing your own ships is also quite fun once you figure out how you want to use them.

Sins of a Solar Empire
Okay it is getting on a bit now that's for sure, but it is still imo one of the most enjoyable* fleet-level combat games going. And it seems to run on virtually anything.
* it's sort of like throwing x number of fleets together and watching the fireworks while occaisionally moving something here or using an ability there - you may or may not find this to your liking

Haegemonia
Another empire building thing, but this time more focused on combat. Very pretty but is glitchy on Vista and 64b O/Ses.

1389
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: September 28, 2015, 11:58:39 AM »
Monkey paw delivers.

1390
Mods / Re: [0.65.2a] Tiandong Heavy Industries v1.0
« on: September 26, 2015, 03:10:38 AM »
I like this mod. It has just right feel of a group struggling to make the best of what little they have.
The single best feature though is the ship conversion - I sincerely hope some form of this mechanic gets adopted into vanilla, because it is beyond wonderful.
(Also, Shaanxi is probably the single most gorgeous object in existence.)

Possible ideas for future ships:

Not-Dominator Mega Brick (As noted)
Multiple large turreted mounts, not a lot of PD.

Not-Tarsus
No longer a freighter, but more of a heavily reinforced hull coated in a solid block of armour with a pair of breaching arms on the front with grappling claws for boarding.
Much less cargo space, much more crew space, cruiser level hull and armour, 1x medium and 4x small ballistic turret.

Not-Wolf
Large energy hardpoint, nothing else.

Not-Buffalo II
Are conversions of conversions a thing? Because you see these ships everywhere and it would be cool to have some use for them (even if it ends up being gimmicky hijinks).
SS+ gave us the Bull, which turned the B II into a giant mediocre gun.
THI could give us the Not-B II, as a (barely) mobile platform for lots and lots of bees missiles.

1391
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
« on: September 23, 2015, 11:09:01 AM »
Boss ships?

Modified variants of several ships, with altered/enlarged configurations and some pimpin' paintwork.

I am (not at all) secretly hoping they are going to appear in campaign and bounty fleets, rather than solely being arcade toys.

1392
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.0
« on: September 21, 2015, 01:35:00 PM »
Are the 'mod' ships actually active in the campaign, or are they for something else?
Because they look rather amazing.

Also, I want a Pony. Mule with a T-Lance. Yes please.

1393
Suggestions / Re: Reduce Harpoon Pod Salvo Size
« on: September 18, 2015, 01:16:41 AM »
Keep the salvo at 4, but if it's interrupted have any unfired missiles from that salvo explode in the tube.

That completely defeats the purpose.

Yes. It completely defeats the purpose of reducing the salvo size.

I almost never used missiles before 0.65.  Rare exceptions were Annihilators for low-tech ships, Cyclone Reaper on Aurora, MIRVs on Conquest, and free one-shots on everything else.

Now, I use any missile that regenerates, plus Reapers, Annihilators, and free one-shots.

^This.

1394
Suggestions / Re: Reduce Harpoon Pod Salvo Size
« on: September 15, 2015, 11:51:56 AM »
I was typing out a long earnestpost about regenerating missiles, but I deleted it as that's something for another topic really.

Quote
On topic though I'm a big fan of the idea of the interruptible burst for the harpoon pod!
Keep the salvo at 4, but if it's interrupted have any unfired missiles from that salvo explode in the tube.

1395
Suggestions / Re: Reduce Harpoon Pod Salvo Size
« on: September 14, 2015, 11:42:12 AM »
Actually, since I made all missiles regenerate I've found my playstyle has become much more aggressive because I'm no longer trying to find/force a (perfect) opening to use my precious non-replaceble missiles so everything goes much quicker now.

And far more importantly, the AI is no longer completely gimped by its fascination with firing all its missiles at the first (perceived) opportunity and so is now actually a continuous threat rather than a momentary one.

Spoiler
The settings I'm using in my csv are:
Harpoon (single), regen = 0.01  (approx 1 min 40 sec for 1 missile - a token effort)
Harpoon (standard), regen = 0.05  (20 sec for 1 missile)
Harpoon (pod), regen =  0.15  (slightly less than 7 sec for 1 missile ~27 sec for a full salvo of 4)

I find this makes the game feel much more lively and fun.
Preferences etc.
Also I set Prox. Launcher to 0.3 and it is now a major pain in the ring when it shows up.
[close]

Quote
if you mount swarmers you just leave them running because why not
You leave Salamanders running now, so why not indeed?
While we're here - If no missiles regenerate then all missles will be Salamanders because they're the only ones worth using due to not being ammo limited.


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