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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - eidolad

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31
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: May 13, 2023, 08:02:02 PM »
gonna give this a try in .96a
edit: working fine so far after @4 hours playing

32
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 13, 2023, 07:40:34 PM »
great info thanks.  funny enough, my very first .96a game playthrough features almost all of your mods (I don't think i need the hullmod mod since I have the two main "junk/trader" faction ones).  The demon MOAR would not go away until I threw you coffee


forgot to add:  in new game setup, when I set "enable Random Core Worlds":  II see in the "enable factions" menu that the Hiver faction is disabled by default...please consider to set to "enabled" by default, or inform players in the OP page about what the default setting is, and what to do about it

33
hi no pressure just wondering if there was a forecast for a .96a compatibility patch (if one is needed, though my goodness .96a change notes were...substantial)

34
Mods / Re: [0.96a] WhichMod 1.2.2
« on: May 13, 2023, 07:16:01 PM »
thanks very much for keeping this mod up to date...super useful

35
gonna toss these guys into my random core worlds game that has Hiver Swarm as well, to see how they get along

36
Mods / Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
« on: May 13, 2023, 06:35:32 PM »
thank you very much for this mod...great stuff.  can't not include it in every game.

well at least until 1.0...then I have to try a 100% unmodded playthrough like The Good Old Days.

37
Mods / Re: Adding mods to your game: first steps
« on: May 13, 2023, 06:23:49 PM »
This is a great guide!  I really like the idea of updating the JRE to help the game run more stably.

a) I generally load a ton of large mods so in my case, having 32GB ram, I updated my vmparams with:  -Xms8192m -Xmx8192m
(even so, eventually the game begins to stutter (memory leak/constant JVM garbage collection?  Haven't bothered to check.  I'm not expected modded games to be perfect memory managers) after a few hours and I have to exit/rerun.  I'm really interested to see if the later jre helps)


b) Would you mind posting the checksum values that you expect for those jre files from your github?

Here is what I have downloaded, (using git bash md5sum):
$ md5sum jre8-271-Windows.7z
b48d846d43f97a97ab4c7ae490685485 *jre8-271-Windows.7z

notes:

I was trying to download the official JRE 8 v271, but Oracle wants me to create an account and even so, the download wasn't for a .7z but an exe (which isn't helpful).  I generally don't like to download executable code from random githubs (no offense meant at all).  Because hackers gonna hack.

38
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 13, 2023, 05:25:12 PM »
That's really interesting about the "trade relationships"...what does a "good Hiver Swarm intra-faction trade relationship" look like to an observer?  Two large worlds with different industries/resources, in separate systems, with uncontested and/or short travel times?  Or those two worlds in the same systems that need stuff from each other?  The intel might be useful so that I can identify star groupings that I should definitely avoid in the early game.  Until at least I have a fast raiding force that might tag along with a friendly faction force heading towards it.

______

I kinda like the Hivers being an early game incursion...that slowly gets mopped up.  It sets a time limit on whether/if the player can get hold of their items and ships.  It also reminds me of a) I get ants in the house b) I apply several countermeasures and they go away.

In other words, I really like Hivers in my random core worlds games and will stubbornly add them because Smashing Big Bug Ships Cool.  Especially if I start a game in a system that has a Hiver world.  The system defenders for the world I'm orbiting begin their wars with the Hiver defenders...and that usually goes badly.  Gosh I just might to hang out and help, and oh look at that juicy salvage.  Hey what's that green weapon?  OK yikes there are no more human defenders...ok time to go.

Also want to note that a "growing" Hiver Swarm faction sounds...oh craps.  There have been times with Nexerelin (Nex) random maps that I've seen Hivers growing a bit but as you say it doesn't last long.  But I've also seen other mod factions have trouble competing in Nex.  Anyway I admit my reason of staying 100% with Random Core Worlds (RCW):  I'm avoiding the standard map until the official 1.0 release of StarSector so that I can play the campaign and map arrangement in it's completed glory.

Thank you for considering an update the OP about RCW...I think new players should just consider whether they would like some early/mid bug infestations (and rare cool weapons in shops/loot):

"A note about adding Hiver Swarm to your Nexerelin game that has Random Core Worlds enabled:  a) Hivers will be a threat in the early-mid game but due to a lack of trading partners, random planet/placement negatively affecting the Hiver economy, and everyone being at war with them basically permanently, the Hiver faction will become starved of resources and begin to lose worlds   b) so they are a unique source of tech/ships but eventually being everyone's enemy will push them into a minor role and/or they will be eliminated"



39
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 13, 2023, 07:24:16 AM »
Howdy getting ready to jump back in with .96 after @8 months not playing.  I noted on the main page that the mod recommends to not play with:

"Nexerelin's Random Core Worlds"

Why does it say this?  My experience has been:  "yes! do play Hiver Swarm with random core worlds"

...in fact I only ever play modded with random core worlds, and Hiver Swarm had been a very interesting addition to the early Nex game.  Hivers do really well in systems where they have a starting advantage...but then the other factions begin to fight back.

Hanging out in their systems in the early game is a high risk/high reward activity.  (I play with Ruthless Sector to limit the classes of derelicts so that it isn't too cheesy)  But picking up Hiver weapons early on is really nice...

40
Mods / Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« on: December 14, 2022, 02:37:33 PM »
Hi minor thing,

I traditionally start with a single frigate.

First install, new game start as Kyeltziv faction, with current mod version, with random core worlds: my starting fleet size does not include any single-ship options.

Workaround is to scuttle all but one.

41
Mods / Re: [0.95.1a] Custom Battle Music
« on: August 24, 2022, 06:52:48 PM »
great!  my classic Mechwarrior 2: Mercenaries tracks are waiting to be played in StarSector some day...

42
Mods / Re: [0.95.1a] Custom Battle Music
« on: August 24, 2022, 03:39:54 PM »
d) a random rotation of tunes from a folder of choice

I don't understand this request.
[/quote]


Hi thanks for feedback on the other suggestions.  What I meant by the above was:  does this mod have now, or could have in the future, the ability for me to:

a) in a file folder on my computer:  have a selection of mp3 or wav or whatever StarSector can reference and play

b) in the mod .ini, I point to that folder

c) then when the mod calls for playing "battle music":  find and play a random file from that file folder?  And/or play in sequential order, etc.

43
thanks...I will see about upping my officers

44
Hi being math-challenged English major who just happens to full stack in real life...I'm not sure how to tweak "SHIP STRENGTH ESTIMATION" params in the .ini file, or even whether it makes sense to play with any of these.

My objective:   With default battle size, I'm still finding that, even with eight officers, I'm always seriously behind on the deployment points comparison when dealing with large, bounty, or [REDACTED]/special fleets.

Example:  200K bounty:  1 BB, 2 CA, 2 CV, 6 DD, bunch of frigates  (they have two carriers)

I come in with 1BC, 5 CA, 4 CV, 5 DD, bunch of frigates.  (I have four carriers).  I seriously outweigh these guys and have a full officer complement.  Including an elite [REDACTED] quest mod cruiser with an incredible officer, and two IBB super-frigates.

Virtually all of their ships are initially deployed.  I get something like 1 CA, 1 CV, 4 DD, 3-4 frigates to start.  I'm literally kiting backwards away from clusters of ships chasing, blasting whomever I careen past, and staying alive.  I whittle the enemy down and win by deploying my entire complement of combat ships well past the initial CR decay time...but had to recover eight of my own.  It was...a mess, and a close but great battle that I think should have not started like this.

Perhaps some of disparity comes from "SHIP STRENGTH ESTIMATION" section in the .ini?

In any case:  what are suggested tweaks to the params in this section, if messing with this section is even on the right track, and look to soften the blow somewhat to gain some deployment "parity"?

   "dModFactorForEnemyShips":0.1,
   "sModFactorForEnemyShips":0.1,
   "skillFactorForEnemyShips":0.1,
   "dModFactorForPlayerShips":0.1,
   "sModFactorForPlayerShips":0.0,
   "skillFactorForPlayerShips":0.0,
   "strengthIncreasePerPlayerLevel":0.07,


I'll admit right now that I have a roster of rookie captains...with one or two combat skills for the most part.  But that's the reality of most of the game.  My captains seem to level up slower or is it me?

45
Mods / Re: [0.95.1a] Custom Battle Music
« on: August 23, 2022, 03:55:45 PM »
I could luv this...considering highly for my next game instance.

Future enhancements?   Obligatory Dethklok default choices for each, in spots like:

a) fleet setup dialog:  https://www.youtube.com/watch?v=INnygZnJ80A
b) fleet boosts in:  https://www.youtube.com/watch?v=QA2DcZVw9AU
c) Sure would be nice for other little clips of shredness when we score capital kills etc.

d) a random rotation of tunes from a folder of choice

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