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Messages - Kyuss11

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61
General Discussion / Re: This is just too much.
« on: November 16, 2016, 08:18:25 PM »
I think what the original poster meant to say was.....

I can't wait for this awesome game to get more awesome.We are starving for more content"Thank You modders for you are just as awesome" but we all know we could die at any moment and it would be horrible to die before this game is fully released.
We definitely want a polished game and understand that it takes awhile to create code from ground up but couldn't Christmas come earlier this year? Ok fine but maybe a teaser on trading and station building?
Well I just wanted to say Alex your doing a great job and I hope all is well in your life and Thank You for giving me the hours of enjoyment I have experienced already."Thank You modders for you are just as awesome"

62
Suggestions / Re: New idea for trading..
« on: March 08, 2016, 08:02:59 AM »
Well that's the choice of any loot,whether to keep it or discard it.However I was thinking that it could act as fuel for factories in the later part of game or possible to offset fuel cost.Could be fuel for your ship with a "Incinerator perk" with a trader "Humble Merchant profession choice.
The mission style would be pick up and get rid of for a faction or who ever wants to pay and it could be a more stable profit than wondering about trade price changes.Once again though if there is a garbage disruption could pay more but it also adds something new to starsector.Honestly I don't think I've ever seen garbage in any other trading game,so it could be a unique service.

Perhaps there could be salvage from trash....Could be a chance to find any of the other trading goods,like supplies or volatiles or maybe a weapon.Maybe recycle trash into a smaller part of metals and then the rest would be fuel from burning.Metals of what I was told will be needed for factories and building in later part of game.
I think garbage has a lot of potential to be randomly useful in many ways and I guess if you want to you could also just pretend you left it on someone's front space porch,lol

63
General Discussion / Re: Can't make any moolah?
« on: March 07, 2016, 05:57:35 AM »
I think that trading could use some love. I have played several space games and in every forum there are those players that like to TRADE.There are players that like to ease into the game or aren't confident enough to fight or just like the game says from the start,"Do you want to be a Humble merchant" why yes I do but now for some reason it becomes a chore to make money with fuel and supply cost and hoping the information that 5 days old is still correct to make the trade.Don't get me wrong I love this game but when you invest 30k in heavy machinery only to trust a 5 day information on profit and then you get there to see almost no profit,it kills trading and just makes this game a combat bounty hunting.

I was wondering if a mod could be written right now to tweak trading,for example:
When selecting Humble merchant there could be less fuel and supply cost at stations because of your profession.You would still use the same amount of fuel,supplies for the ship but stations would give you a discount or perhaps a different tariff tax all together.I noticed you get money bonuses for doing a mission in or under the time allocated.Could there be a different written terminology just like the bonuses?
I was wondering maybe a device or skill perk that would allow for NO chance to minimal percent of wrong information on trading goods or information on systems not been to.The price you see is what you get or like a rain check you get at a store.I understand that prices do change so this might be harder to do or make the mechanic for dynamic price change be reduced if you select the device or perk.The one exception to this would be disruptions as that is part of the game that makes it feel alive and so you would have to cut losses and do something different.Let me be clear it's ok sometimes to make or have a bad deal but we need the trading system to be more dependable and less often that bad deal happens.

I have watched Nemo play his seasons of Starsector and Corvus mode is all about bounty hunting very little to no trading,not even the missions are being done like in his season 7 or 8.I don't want trading and missions to fade away from this game or only be profitable to those that have played this game for 50+ hours to know when and why this mission or trading should be done at a exact moment.

I'm only here trying to make this game better for trading,so don't take my opinion in a bad way.
What do you guys think,has the game veered away from missions and trading?
How do we fix this ^?
Could the suggestions I wrote be modded and work for this game?
What are your ideas to fix this?
Do you know of some tips right now to make trading more fun,profitable?

64
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 06, 2016, 07:10:17 AM »
That worked. I'll have to remember to just delete old folder and install fresh from now on.Thanks!

65
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 06, 2016, 06:59:12 AM »
When I try and run starsector+ I get this error?

21916 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [sonido]
21916 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [omegadrive]
21916 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [advteleporter] not found in ship_systems.csv
21916 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [xjets] not found in ship_systems.csv
22303 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.float(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I have updated all items
Starsector
Starsector+
Lazylib
Musiclib
Shaderlib

Does anyone know why I'm missing Ship system [advteleporter] and Ship system [xjets]?

66
Modding Resources / Re: [0.7.2a] ShaderLib Beta 1.2.1b
« on: March 02, 2016, 06:58:34 AM »
Ok,my issue is fixed
Quote
I was wondering if anyone knew how to fix this,it only happens during combat.http://imgur.com/ru98oJd
I've updated everything and it all worked on .7.1
I'm not sure if there is some setting in shaderlib I could adjust?

It appears that my card needed to run true on:
"use64BitBuffer":true # Default: true
        # This causes various usages of the auxiliary texture buffer to be more accurate, but is unsupported by older cards and uses more GPU memory
        # If you are getting strangely bad performance, try turning this off
        # This option uses 5 MB - 21 MB of VRAM, depending on screen resolution
I know I have a high-end gpu so I'm guessing that it needs all the texture buffer to be enabled since my nvidia control panel has several global and defualt settings for high performance.
Thank You for your time on this mod.Hopefully everyone else can find a fix as well.

67
Bug Reports & Support (modded) / Re: Help with shaderlib setting?
« on: March 01, 2016, 08:08:42 PM »
I thought I did disable it but it still shows that graphic error even though starsector+ loads and works fine.
Which json setting do I set to false,there is like 4 of them.You have default,deluxe and craptop?

68
Bug Reports & Support (modded) / Re: Help with shaderlib setting?
« on: March 01, 2016, 06:10:04 PM »
I have made the json setting set to false and I have a nvidia 870m 6gb ram gpu, so as for it being trash I think not but since I didn't post specs I forgive your insult.However I did say that everything worked the last version ago. I was more wondering if anyone had this happen to them to.

69
Bug Reports & Support (modded) / Help with shaderlib setting?
« on: March 01, 2016, 05:50:52 PM »
I was wondering if anyone knew how to fix this,it only happens during combat.http://imgur.com/ru98oJd
I've updated everything and it all worked on .7.1
I'm not sure if there is some setting in shaderlib I could adjust?

70
Modding Resources / Re: [0.7.2a] ShaderLib Beta 1.2.1
« on: March 01, 2016, 04:28:17 PM »
I'm having issues with shaderlib 1.2.1
I updated to .072a starsector and lazylib as well as the new one of shaderlib.
When I try to load starsector+ I get a error after loading.
When I just load shaderlib the game will work except the ships graphic is not there but a trail of lines of the ship.
I have the java runtime and allocated 4gb of ram and I had no issues running the 12 mods before so just to let you know I thought I knew what I was doing.
Is shaderlib broke for now?

71
Suggestions / New idea for trading..
« on: March 01, 2016, 08:52:44 AM »
I was thinking about:

What could be a new mission or service?
What could be a new trading item?
What could cause disruption and function if monitored correctly?

AND,then it hit me when I was throwing garbage away. Yes,garbage we all have it and if not removed can cause chaos in our homes with disease and rats or just a icky situation. We transport commodities to stations and even use supplies on our own ships,maybe future industries could burn or process this or planets could be used to take the garbage with a fee. I also thought of a new ship that could be a Garbage Barge and just like a tanker transports fuel,a Barge could transport garbage.The job would be a pay first transaction and then transported to planet,pay fee with a profit or sold to a factory for recycle or fuel burn material.

What do you guys think of this idea?
Could it be implemented now or wait for industry to be added?
Imagine the trade disruption for garbage overload,lol

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