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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 - Innominandum

Pages: [1] 2 3 ... 12
1
Where would one go, if one wanted to have a look under the hood in regards to AI combat profiles, like the standard ship combat behaviour and the Officers traits overriding them?

2
Mods / Re: [0.9.1a] Grimdark 1.0
« on: November 14, 2019, 09:23:53 AM »
It used to be much harsher but the changes are still in testing.
Cool beans, in regards to the changes to industries.csv, i doubt that most people would have a problem with just manually overwriting it with the modified one.


3
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 14, 2019, 08:51:00 AM »
Sure feels like the a doom community in here.

Nah, its all just some friendly banter.
On the other its only half the 'immersion' when Changelogs don't contain 'honorable' mentions of Community members OP disagrees with. 

4
Modding / Re: Repeated Industries
« on: November 14, 2019, 07:17:07 AM »
Your src consists of class and not .java files, not that decompiling .class files nowadays is a problem but still.
Sry i can't give you deeper insight into the problem but it most likely has to do something with how the output value of resource based industries are calculated - (Colony Size(-3 i think) + Resource Quantity [(Resource Quantitiy usually is smthing like 2 (+-1 |+2))]. As you hopefully can see, multiple industries on a single planet isn't a good idea in the current iteration of Starsectors colonial economy.

5
Noice thx m8, that's some codegasmic stuff right there.
Quote from: RustyCabbage
-Consider making a Hashmap <Faction, Int> so that losing markets is more painful that raiding markets.
before you wreck yourself.

Map ididthismanuallybecause = new HashMap();
ididthismanuallybecause.put("Faction","int");
should do the trick.

 

6
E-burn is very powerful and remnants are faster than average anyway, so I don't think I'll allow them to use it by default until I've had a chance to playtest it. I don't like the idea of hyperspace remnants behaving differently than normal remnants in the same game, so I'll make these settings apply universally unless there's sufficient demand for splitting them.
Giving them E-burn is a pretty blunt way of E*ffing you over, how about a more subtle approach along the lines of having an occasional, additional fleet, spawn for pincer movements, increased pulse range by 20% and an upped settings.json's "battleJoinRange" to 600?
"allowHyperspaceRemnantsToJump":true,
If remnants occupy hyperspace, it makes sense that they should be able to move between hyperspace and normal space. I worry that allowing normal remnants to jump might cause unexpected problems, so I'll probably only allow hyperspace remnant fleets to do so.
I might be able to do something about them giving up the chase too easily as well, although in my experience they mostly tend to do this when it becomes obvious that they can't catch me anyway.
They occasionally did this (jump into system) in 1.21 but I am not sure what the exact condition for this is/are, I remember experiencing that "Whaaaat?" moment twice by having a remnant fleet 'closely' pursuing me to a jump point where as soon as i entered the sector i would use Remote Survey. I don't know if this behavior still persists as i have stopped doing that for quiet the obvious reasons.   

7
Bug Reports & Support (modded) / Re: Bug during save
« on: November 13, 2019, 06:41:02 AM »
i'm just asking... yes i continued in english in case this thread is read by someone.

Who are the mod who take the more Ram.
and if regular save can solve the problem
Those who add the most things like ORA and Blackrock they together should be over 1.5 Gig late in the game.
Regular saves can't, learning how to manage your memory(having nothing else except starsector running) and regulary Saving and quitting the game(restarts) should do the trick.   

8
General Discussion / Re: A very good space themed zombie shooter game
« on: November 13, 2019, 06:18:16 AM »
Quote
- "Lieutenant, the enemy ship has overloaded! Should we finish him off?"
- "Holly Mother of God, fall back! FALL BACK IMMEDIATELY AND GIVE THEM ENOUGH TIME TO COMPLETELY VENT! Burn drive engineer, Ill have your head severed for insubordination if you dont full reverse our engines right now!"
Must be a very cautious officer piloting that ship, do yourself a favor and only enlist aggressive and reckless ones, its do and/or die with them.

9
Bug Reports & Support (modded) / Re: Bug during save
« on: November 13, 2019, 05:58:38 AM »
ok thanks

Comment vous avez deviné que je suis français?
De rien, les images.

10
Bug Reports & Support (modded) / Re: Bug during save
« on: November 13, 2019, 05:37:25 AM »
il me semble que vous n’avez tout simplement pas assez de RAM libre aux dernières étapes du jeu. Vous devriez rechercher des moyens de libérer votre mémoire ou de supprimer certains mods.

Vous devez disposer d'au moins 10% de RAM libre pour enregistrer les progrès de manière fiable. Plus vous jouez longtemps et plus votre session dure longtemps, plus de RAM sera allouée au jeu, prenez cela en considération.
Vous pouvez également utiliser cet outil https://www.henrypp.org/product/memreduct avant de commencer le jeu, cela libère de la mémoire, mais tout le reste sauf la lenteur ou vous pouvez simplement acheter plus de bélier.


11
Bug Reports & Support (modded) / Re: Bug during save
« on: November 13, 2019, 03:37:52 AM »
thanks
Until i don't get the bug (since you ask screenshot)
so that the 2 first

Before Starsector
https://ibb.co/zXzhWxD

At new game
https://ibb.co/KqYSdMZ
Look for comparison this is my usage before i start starsector

Task manager details sort by memory, give me a screenshot

12
Suggestions / Re: Some suggestions
« on: November 13, 2019, 03:08:11 AM »
ATM you can have 30 ships (i guess). No matter the role, no matter the size of the ship. It results in a loss of diversity: since you're very limited in the amount of hulls, the best choice is to put a decent amount of deployment cost in each hull (not entirely true, but...). 
Fleetcap and AI Fleetcap can be changed in settings.json.
I believe the following should add a little bit more variety:

Depending of the commander level and can be improved by skill level. Could be tuned by fleet doctrine (more frigates VS more capitals) but still limiting the amount of cap ships (you can't tilt for a full slug fleet).

Bump, heard that smthing like this used to be in older V. would love to see a return of it, if so.

13
Bug Reports & Support (modded) / Re: Bug during save
« on: November 13, 2019, 02:59:28 AM »
give me a screenshot

How I post screenshot here?
upload to https://imgbb.com/ get link BBcode and post it here

14
Bug Reports & Support (modded) / Re: Bug during save
« on: November 13, 2019, 02:30:08 AM »
Already did. i just see he doesn't solve... however a did know the exact number "2200" I will try that

Ive tried and it crash again...


The exact number is not important, can you give me your specs? CPU RAM GPU, memory allocation while no Progs are running taken from task manager?

CPU = Intel core i5-3350p -3.10Ghz
RAM = 8Go
GPU = Nbidia Geforce GTX 660

For memory allocation I don't understand how I have it.
strange ... https://mega.nz/#!cW4GzYLT!iTWthqwXF22upn6zekaAf3zQfsh2L0Zz0q90-3h1tLk vmparams and graphicslib options, replace them with yours and run in admin mode.
Also keep task manager open, set update speed to slow in View and give me a screenshot before you open the game, one after you start a new game and one immediately after the crash if it happens again. https://www.computerhope.com/issues/ch002001.htm   

15
Bug Reports & Support (modded) / Re: Bug during save
« on: November 13, 2019, 12:58:42 AM »
Have you increased starsectors memory allocation parameters in the vmparams file?

Already did. i just see he doesn't solve... however a did know the exact number "2200" I will try that

Most mods are not safe to disable once you've started a game with them, check to see if this particular mod can be disabled or not safely.

When i try to load after disable mod. It refuse because "there something missing".
So I just make new game...
The exact number is not important, can you give me your specs? CPU RAM GPU, memory allocation while no Progs are running taken from task manager?

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