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Messages - Ahne

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226
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 14, 2015, 01:53:39 PM »
wow nice!

227
Discussions / Re: I'm back!
« on: February 14, 2015, 06:19:12 AM »
Seems to be about drama, i like to hear drama,please tell us new forum and starsector members who you are and what you have done, i'm seriously interested.

228
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 14, 2015, 06:14:01 AM »
Ok i have to admit i have not played the neutrino corp and the templar but i don't want too op faction in the mod so i don't use templar because of the tip that they are designed to be a boss faction.

I have also to say that especially the medusa-destroyer from tri-tachyon and the citadel rotunda-frigates are way too strong. Especially the the frigates for its insanely low price off ~11k.

229
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 13, 2015, 06:26:16 AM »
Will the "Neutrino Corporation" join starsector+?

I hope so, they look very polished and have fitting lore, i would love to see them.

greetings
Ahne

230
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 10, 2015, 05:52:03 PM »
Awesome Mod/Mod compilation!


231
Bug Reports & Support / Re: The game uses insane amounts of ram
« on: February 10, 2015, 03:36:35 PM »
Thanks for the fast replies!

So i have to play vanilla for now or maybe the starsector+ mod, but first i try with the new Version!

Big thanks for the hard and awesome work Alex, this game is brilliant and full of potential! Also greetings to every great modder out there,awesome enhancements.

Ahne

232
Bug Reports & Support / The game uses insane amounts of ram
« on: February 10, 2015, 02:46:14 PM »
hello there,

i really enjoy the game and i play since some time now with the mod "shaderlib" and "ironclad" but now i have a problem that even my allocated ~7 gb ram limit for this game is not enough to play further.

I'm not sure how much ram is enough to play the game vanilla but with the mod and 6.8gb ram and increasing is not good.
Something need to be optimized i guess.


here is a picture:
http://www.directupload.net/file/d/3894/dbatc9xw_jpg.htm


greetings
Ahne

233
Suggestions / Some ideas/features i wish to be in the game
« on: February 10, 2015, 07:23:20 AM »
hello,

here are some ideas i have collected while playing this awesome game.


-advanced weapon group options

(be able to add same weapon in different weapongroups with extra options to disable/enable single weapons and their behavior in fight if they are controlled by the AI,{set specific shoot ranges and maybe also their main target area they should aim at})
->also be able to deactivate build-in weapons for the AI

-options in the fleet menu to set the favoured "crew member experience" for this ship (green crew/crew/veteran/elite/"captain"/"Admiral") for every single ship in your fleet to automatically and equal give the selected ships the crew members they want
(example: "Tornado-Wing" marked with "green crew/crew" or a "Battlecruiser" marked with "veteran Crew/elite crew/"captain"/"Admiral")

-->also the possibility to manually assign crews to a specific ship would be awesome


-better fight AI (AI for the ships who are controlled infight by the AI)

(the AI should use various tactics depending on their crew level and maybe (new feature/skill "leadership/panic level"(could be combined with the current CR system,if the ship takes too much dmg or gets surrounded by the enemy or too many crew members die or the ship has mainly green crew members who are more effected to gain faster panic level -->this all would let the panic level increases which causes some misbehavior of the crew to ignore commands or they go crazy and shoot without aim or they try to retreat), also it would be great if the AI would attempt some tactics/manouvers depending on their ship/race for example: agile ships with great speed try to flank
->also improvements to the ability of the AI to do special combat manouvers for example (a ship controlled by the AI equipped with a short range plasma burst cannon and 2 very long range support beam laser should not fire at max range constant their beam laser if the situation would be better to shut down the shield, fly in close range of the enemy and shoot the burst cannon to do massive damage and then fall back to ventilate fluxx and use the support beam weapons on range etc)

-improved infight tactical map with more options for commands and the possibility to place your ships in a specific order in the little start area, maybe with defined formations like the spear or the ball but with the option to manually switch the places of the ships you want to be

(example with pre-defined formation enabled (chosen the "spear"), your flagship spawns right at the forfront of the "spear formation" but you don't like that because your ship is a support carrier, so you want to switch the place with a destroyer who got "parked" in the bottom of the "spear formation")


-ofcourse i wish me more systems and randomly generated systems where i can explore unidentified "empty systems" with scanner/command ships
-->these for most of the factions/pirates unknown systems could be invaded by exploration fleets of the main factions or be already claimed by pirates who have some hidden bases in the unexplored void, it could contain very many planets/debris/asteroid belts/stars/wrecks/bases(abandoned or not)/research facilitys/weapon facilitys/old hangars/little abandoned hideouts/some lone outposts with neutral traders to be able to buy for many credits expensive fuel/crew/supplies, the systems could contain anomalies such as black holes(damages your fleet(depending on hull per ship if you get closer), gigantic asteroids who orbit around some stars/planets or just fly through the system(avoid them or you get crushed(depending on hull per ship if hit), or acid nebulars who damage your whole fleet if your ships don't have specific hull moduls implemented, or raiding pirates or aliens or or or etc etc etc

--> the unexplored/abandoned systems should be a very dangerous endgame environment for strong fleets or for small exploration groups who are designed to avoid big trouble or are equipped with tech to engage most of the anomalies in there to get to hidden places (for example the fly through a acid nebula to get to a planet with intelligent life on it and where you can trade with an isolated species)
-->another idea to fight in environments like some nebulas/or in the near of a black hole/pulsar star/etc. to get some buffs/debuffs for all ships in the fight also for the enemy like in FTL game or the normal nebula which decreases the speed of the ships

-->infinite possibilities!


-better and more balanced character skill tree with even more schools (for example "exploration" or "hyperspace travel" or "a specific branch for player who want to focus on a little fleet and their flagship assigned "escorts" {needs many points but increases the strenght of the flagship and the assigned escort outstanding})

-more hull moduls for the example of the exploration school branch and more very rare experimental weapons who can only be found in the random generated unknown/abandoned sytsem in old wrecks/station/research facilities(maybe buy them there)

-more options to deal with uninhabited planets (maybe build a base there and finally grow to a equal  own designed faction{with your chosen faction name and some bonuses you can chose from)
-->then you could try to get allies or declare war to other faction who then will try to invade and destroy your base if they find you with a exploration fleet

Thats all for now but i will add more ideas when i play.

NEW Ideas

-overall balancing(ships,weapons,damage numbers,skills and npc fleet sizes),  one little example nerf missle dmg or modify the missle skills
-> also ships should be balanced around the progress of an developing captains skill tree, some ships are good even without a high captains level and skill points but don`t get too much value out of a high level captain and some ships are strong and have weaknesses but get so much more value out of an high leveled captain and available new hull mods/upgrades/weapons that they become overpowered.
The steady progress of the captains level and the available skillpoints(hull mods/weapons) should be considered in balancing and designing new ships

-detailed after fight analysis or overview to see which ship dealed most dmg or did most kills and tanked most damage

-the factions should have the ability to conquer other systems and to siege or set up blockades at wormholes, with assigned missions/orders to break through the blockades or to siege/conquer systems or to help a specidic faction to dominate the sector

-the ability to really join a faction and than to have the same enemys/allies and to fight for their goals

-maybe for lategame to defend the whole sector against alien invaders and push them back through some already infested systems
(also it would be very cool if your faction conquered with your help the whole sector and defeated all enemies, then appears a cool in drawings for each faction specific "end-message-story", a little overview what happens now in the sector under the new established order,after this the game is "finished")

->for example: you have joined the luddic church in the beginning and you helped the church to defeat all its enemies and cleansed the sector from all the heathen, now the message appears that the last resistance got expunged and in the background you see some graphics who shows some church fleets flying over a planet and in the next drawings some new build churches on planets with a text that the new sector will be guided into a bright heaven with a new messiah rising, then some text about the future and how the faction will change the overall life for everyone

-some more informations about your ships in the fleet menue, for example how many battle the ships have participated in and how many ship kills they have, also some minor important information but funny to know how many crew members died already on that ship etc.

-more potraits and maybe more options in the character creation

and so on

234
General Discussion / Re: Help cant allocate memory it wont let game run
« on: February 08, 2015, 12:07:51 PM »
@gruberscomplete

Maybe you have set a user variable to allocate java a specific value of your ram some time ago and forgot to delete this variable or to change it back to a higher value?

You can check it that way:
1. control
2. system control
3. system
4. advanced systemsettings
5. advanced
6. environment variable
7. look at your "user variables"
->look if there is a java variable in the list, if yes delete it or change the value to your specific ram you want to allocate


235
General Discussion / Re: Help cant allocate memory it wont let game run
« on: February 07, 2015, 08:02:00 PM »
Quote
I believe you did
Quote from: Ahne on Today at 12:00:53 PM
first: enable java to use up to xyz amount of your ram in global java settings so you don't need to change anything in the game folder
(depends on, maybe you have to point to your java folder)
Don't work for more than 1.5GB you have to also replace the JRE for that method to work.

i also said:" depends on, maybe you have to pinpoint to your java folder"
-> thats exactly that what prevents you from replacing the jre game folder with your installed java 64 bit folder.
-->so you don't change stuff in the game folder at all
---> so i guess i'm right

(np don't get to crazy about it)

236
General Discussion / Re: Help cant allocate memory it wont let game run
« on: February 07, 2015, 01:53:45 PM »
did i said something else in the methods i had mentioned? i don't think so..

237
General Discussion / Re: Help cant allocate memory it wont let game run
« on: February 07, 2015, 12:00:53 PM »
@Tartiflette

Quote
If he only changed the values in vrparam and didn't either changed the starsector.bat or replaced the packaged JRE, it's normal the game won't launch.

that are only different methods to allocate more memory to java for the game and they are all together not necessary if you do one method of them properly.

first: enable java to use up to xyz amount of your ram in global java settings so you don't need to change anything in the game folder
(depends on, maybe you have to point to your java folder)

second: change only the starsector.bat to the settings use xyz amount of ram and pinpoint to your 64 bit java,start the game with the starsector.bat instead of the exe

third: replace the jre game folder with the 64 bit java version and point with the vrparam on java 64bit and set the settings to use xyz amount of ram, use the normal starsector exe to start the game

238
General Discussion / Re: Help cant allocate memory it wont let game run
« on: February 07, 2015, 09:52:12 AM »
Does your pc recognizes the amount of installed memory? maybe (if you have multiple ram modules installed) one ram module is defect, remove all modules and try this all again with 1 then two + ram modules installed, there are hundreds of reasons why that doesn't work, whats thats about with your "damaged" pc?

239
General Discussion / Re: Help cant allocate memory it wont let game run
« on: February 07, 2015, 09:33:13 AM »
Maybe because your system uses in idle already over 2gb ram so its not able to force free up 2gb of allocated ram to the game/java with your overall 4gb of ram.

240
General Discussion / Re: Help cant allocate memory it wont let game run
« on: February 07, 2015, 08:29:25 AM »
You need a 64 bit OS and a 64 bit java version to allocate more than 3gb ram to any application to use.
Then you can allocate (for example if you have 8gb of ram installed) 6gb ram to any 64 bit application with the following "-Xmx6g" (without"") entry in the  start/system control/Java control/Java/View/User/runtime-parameter/-Xmx6g .

have fun

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