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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 - Ghoti

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31
Blog Posts / Re: Fighter Redesign
« on: August 29, 2016, 01:30:22 PM »
Cik. Look man. This blog post constitutes a change in mechanics, which *requires* a change in balance. Fighters are getting reworked, so they're not going to look and act how you're used to them looking and acting, and they're not going to cost how you're used to them costing.

I know where you're coming from, fighters are awesome... but they're frustratingly underwhelming in current starsector. I firmly believe we're all on the same page on this. You're thinking that fighters have gotten to the state they have because Alex wanted them there, thus, the next update to them won't "fix" them.

If that were true, this rework wouldn't be happening.

I played a bit of the carrier gameplay on the weekend while touching up some fighter sprites

...

wtb: one time machine.

32
Blog Posts / Re: Fighter Redesign
« on: August 25, 2016, 02:37:04 PM »
talon on a slingshot.  ;D

33
Blog Posts / Re: Fighter Redesign
« on: August 25, 2016, 01:26:24 PM »
Yah I wasn't that big on the jammer, but I am 100% on board with fighters bombarding targets with flares right before they get hit with a torpedo. That's exactly the kind of strategy I would use if I could.

That gets awkward with OP costs and different wing sizes being hit drastically differently by the size change.
I don't think that's a good idea either, but I don't think it subdivides your fighters as much as you think it does.

Talons would be medium sized fighters.

Point defense drones would be small sized. With the drones included, you have 18 types of fighters in all.

broadsword.ship
wasp.ship
warthog.ship
longbow.ship
xyphos.ship
thunder.ship
drone_assault.ship
drone_borer.ship
drone_sensor.ship
drone_pd_midline.ship
dagger.ship
gladius.ship
drone_pd.ship
piranha.ship
mining_drone.ship
trident.ship
talon.ship
drone_terminator.ship

compared to the number of energy, missile, and ballistic weapons:

Quote
~/p/s/d/weapons $ ag -l "\"type\": *\"ENERGY\"" | wc
     24      24     339
~/p/s/d/weapons $ ag -l "\"type\": *\"BALLISTIC\"" | wc
     28      28     368
~/p/s/d/weapons $ ag -l "\"type\": *\"MISSILE\"" | wc
     24      24     346

that said. You've made the game this awesome so far, so I'm inclined to trust your judgment.

34
Blog Posts / Re: Fighter Redesign
« on: August 25, 2016, 10:20:02 AM »
I love the look of this change, big time!

Did you consider having different sized fighterbays? Large/Medium/Small, just like weapons?

It seems a bit weird to me to attach a hull mod to a mule, which allows it to launch tridents () or xyphose (), even if in small numbers.

35
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« on: August 24, 2016, 09:05:09 PM »
Fair enough. I thought you might be doing something strange with that station and that's why I brought it here, but turns out it might be a vanilla bug. (Would this be considered modism?)

Anyway. I appreciate the effort!

36
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« on: August 23, 2016, 06:43:32 AM »
Nah. I haven't messed with settings.json

Though now that you mention it. I just changed this:

Code
	# how far off the average prices have to be to be highlighted red or green
"profitMarginFlat":200,
"profitMarginMult":1.732,

1.5 is not worth it >:\

edit: OH! I should mention, that the crash is happening at the same station.

38
General Discussion / Re: Strategies for Doom?
« on: August 22, 2016, 05:59:10 PM »
its a good place to fiddle to work out ur kung fuu

doom fuu

39
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« on: August 21, 2016, 10:04:40 PM »
Yah. I made a new character and when down to the station and it didn't happen again.

Just transferred my character to that world and it still works, which is cool. I think maybe something about my campaign's current state was causing the issue? I'll let you know if I run into this issue again with a younger save.

40
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« on: August 21, 2016, 05:42:42 PM »
Your vmparams settings are extremely atypical...
http://fractalsoftworks.com/forum/index.php?topic=5310.msg111235#msg111235

Could you be more specific? Because as far as I'm aware, I've merely quadrupled the recommended settings.

And this issue appears unique to you.

so you were able to access the market with the list of mods and that save? Have any suggested courses of action I might take?

41
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
« on: August 21, 2016, 04:03:36 PM »
When attempting to trade at a Tiandong station, the game locks up for a minute, consumes 100% of all my CPU's, and then finally crashes with this error:

Code
java.lang.OutOfMemoryError: GC overhead limit exceeded
        at com.fs.starfarer.ui.s.<init>(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.oOOO.<init>(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.new.interface.super(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.D.interface.if$super(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.D.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.coreui.k.o00000(Unknown Source)
        at com.fs.starfarer.coreui.k.Ó00000(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.MarketInfoPanel.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.campaign.ui.newsuper.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.ui.P.setSize(Unknown Source)
        at com.fs.starfarer.coreui.publicsuper.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.ui.P.setSize(Unknown Source)
        at com.fs.starfarer.ui.newui.O0oO$5.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
        at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
        at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showCoreInternal(Unknown Source)
        at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showCore(Unknown Source)
        at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
        at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
        at com.fs.starfarer.campaign.rules.ooOO.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.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
        at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:208)
        at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
        at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.o00o.o00000(Unknown Source)

I wonder if you can reproduce it? Here's the save before arriving at the outpost: https://dl.dropboxusercontent.com/u/6581181/starsectorBugs/save_manyfish_6977475432648069720.7z

here is the collection of mods used in this save: https://dl.dropboxusercontent.com/u/6581181/starsectorBugs/modsUsedOnCrash.7z

oh, and here's my launch settings.
Quote
java -Xms2048m -Xmx4096m -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots -Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

42
Suggestions / Re: Interrupting hostile fleets who are in combat
« on: August 20, 2016, 11:18:55 AM »
Personally. I think if you want to have those "Allied against a common enemy" kinda things happening, it should be a faction event on the campaign. "The Tri-Tachyon and the Hegemony form a temporary alliance against the Templars" kinda thing. Once that happens, then the fleets are considered allies, and it just works like normal. That's the place for it. If the Luddic Pathers wouldn't team up with anyone, that just means they'd never negotiate a temporary alliance.

I don't think hostile fleet interruption should be used for it, because it's pretty hard to describe when it should happen, meaning it's hard to program. Also, it's super exploitable. What Interruption fixes is these two situations: Running into two hostile fleets fighting that you want to destroy "I'll just kill you both", and preventing another fleet from engaging your target, or muscling another fleet out of your target. "That's *my* bounty.".

I think we'll likely see faction alliances in game if the campaign ever becomes more dynamic.

43
Suggestions / Re: Interrupting hostile fleets who are in combat
« on: August 19, 2016, 02:53:21 PM »
... Or of there was a mutually hated faction (i.e. Templars), everyone can agree that they are the biggest threat.

I'm against this specifically. As I see it. There's going to be two scenarios that enemy fleets will get into.

  • If they're attacking an enemy fleet deliberately, then they don't want help from a hostile faction.
  • If they're being attacked by an enemy fleet, then they wouldn't ally with someone interrupting them, they would take advantage of the opportunity to flee.

44
Can I ask at this point if boarding is economically viable? People are saying it's like a bonus or something.

Last time I tried to capture a destroyer, it cost me 16K in marines and 8K in supplies to repair it. Factoring in that and the cost of selling it back, even on the black market, not to mention the lost resources I would've gained if I just blew it up. It was a huge net loss. Is there something you can do to minimize the costs?

It used to be a bonus, You could do a low risk boarding operation and so it made sense to keep marines with you, it changed (in 0.72 I think?) into a transaction, marines -> ship.

edit: changed in 0.7

45
Suggestions / Re: Interrupting hostile fleets who are in combat
« on: August 15, 2016, 09:45:40 AM »
(What program did you use for the flow-charts, Ghoti? I rather like the simple design.)

Dia. It's a quirky unreliable strange little program that has a bunch of warts. But it's small, fast, free, open source, and works pretty much everywhere. If you know what you're doing with it you can work pretty quick, and it's simple enough to learn quickly. Save often.

For the "attack one fleet" scenario, it could be nice to have an option where the second fleet temporarily allies with the player (the "enemy mine" outcome).

If I'm hostile to an enemy faction and they're jumping my bounty, then the last thing I'd tolerate is them "helping" me. If they're neutral then this flowchart offers the option to muscle them out of my bounty, because otherwise I can just join them in combat like normal.

The only scenario this plays out is where my target is larger than me to the point where I need the other fleets help to win, and honestly I think I'd prefer to let them all die and eat the targets CR.  ;D

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