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Messages - Innominandum

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121
Suggestions / Re: Should Deployment Points be split equally?
« on: September 03, 2019, 05:36:06 AM »
Quote
Imagine this scenario you start out with 200 FP the enemy fleet with 300, though in the ensuing battle you reduce the enemy force in size so that you end up with a 1:1 ratio in fleet sizes. Now one could assume that you would gain those Deployment points, which you couldn't use as the initial deployment screen, gradually back as RP ... but you don't.

Deployment point share is calculated in real time for quite a few updates by now. This sounds like a bug, or you losing some ships without noticing.
Makes sense, your right there the only time i tend to venture into such battles is in the defense of friendly orbital stations, my observation is flawed, i didn't take the losses of ai-friendlies into account. 

122
Suggestions / Re: Should Deployment Points be split equally?
« on: September 03, 2019, 04:50:15 AM »
Should be kept as is, the reinforcement gain per ship disabled in combat on the other hand could use some adjustments.
To clarify:
Imagine this scenario you start out with 200 FP the enemy fleet with 300, though in the ensuing battle you reduce the enemy force in size so that you end up with a 1:1 ratio in fleet sizes. Now one could assume that you would gain those Deployment points, which you couldn't use as the initial deployment screen, gradually back as RP ... but you don't.     

123
General Discussion / Re: Venture, why?
« on: September 03, 2019, 03:19:50 AM »
One strategy you can try at home is to deploy your heavy ships and rally them to the side of the map, when the enemy moves in for the surround bring your reserves in to hit them from the rear! Great for short lived frigates who shouldn't be out there for too long!

Sigh ... wish there was an option to have certain lanky ships join the fight from the sides of the map, or the enemy rear, or enemy ships joining from your rear ... sigh

124
Modding / Re: Crash when trying to load the ship image, not found?
« on: September 03, 2019, 02:49:27 AM »
I get a crash when trying to load my mod, looks like the game can't find the ship image in the mod folder, but it is in there!

Code
27170 [Thread-9] ERROR com.fs.graphics.o0oO  - Error loading [graphics/ships/edshipyard_pomeranian_2.png

The game loads Images (at least the ships) last to first ... so edshipyard_pomeranian_2.png is actually the first one to be loaded, taking this into consideration, it is highly probable that the game can't find any of those png. files and that your suffering from some naming/pathing problems ... smthing in the data\hulls folder might give you an answer smthing like "spriteName":

Spoiler
P.s Someone once told me that notepad++ is a great tool esp. with the compare plugin added to it
[close]

125
Look listen I *** up. Or I feel like I really *** up.

Long story short I tried to copy my save files to a different folder as a backup and then delete my old saves because I savescum a lot. Now I cant save the game at all. I keep getting "Error saving game" amd "access is denied". I know that I maybe should not have tried to backup save files in a different folder but now I just don't want to have to start all over again cause I cant save. Help what do I do!?!

Lol m8, r click starsector\saves folder and remove read only from it if it doesn't help r click starsector\saves\yoursave_game and also remove the check mark on read only.
The easiest way to backup your save games is to either rclick saves folder and compress into a .rar or .zip. You can also do this for the individual save games in your save folder, keep in mind that repeating this process will overwrite the contents of the zip or rar file if it still shares the same name as the source folder it originates from.

126
General Discussion / Re: Question about key activation
« on: September 03, 2019, 02:11:38 AM »
I want to get this game. Just wanted to know, I've got a desktop and 2 laptops; Would I be able to activate the game with one code on all of them? Also would like to know if I needed to redownload years after purchase, would the same code be valid?

Off Topic:
What are your laptop specs or model numbers ?

127
Modding / Re: Faction versions of all ships
« on: September 03, 2019, 02:04:24 AM »
I was thinking of attempting it myself, as a means to get more acquainted with Photoshop and other tools. I'm also aware there will be overlay with existing mods that have made their own vanilla variants, and there will be redundancies as a result.

If this is purely for your own education, ill advise getting Adobe after effects and editing some in game footage or creating vids based on in game footage you record over solely getting Photoshop. After effects is a lot more fun but pretty costly if you get a legit copy, but thankfully there is a free Premiere Pro alternative which is not all that different (for starters at least) to adobe after effects DaVinci Resolve https://www.blackmagicdesign.com/uk/products/davinciresolve/

128
Modding / Re: [0.9.1a] Relaxed Logistics.
« on: September 03, 2019, 01:33:25 AM »
Does the AI even rely on fuel, supplies, and cargo capacity, or can it simply fly in a single direction without qualms? How much work would it be to make it so? Or is that something Alex left out intentionally for balancing purposes?

AI relying on actual in-game resources is a concept frowned upon since pretty much DOS times. You just need to consider how many fleets are out there flying around, doing fleety things in your sector. After you have done this consideration look at your poor cpu, i assume its 4 core, 8 threaded, now take a look at your 2 cats, then take a look at your 2 dogs, now back to the cats, i think one of your dogs just shredded your favorite sofa while you were looking at the cats.  Now imagine your pets pushing a minecart, full of iron ore, up a slope, ... this whole pets pushing minecarts thing doesn't make much sense, does it now? And that's exactly my point.

As for how much effort it would take to implement this, start by imagining a beached whale ...

Honestly it wouldn't take that much effort (relative) to implement this but, it being terrible for performance is an understatement. 
Currently, in starsector, if you take a look at fleet compositions you can see that even the smallest fleets employ supply ships like freighters and tankers and that's pretty much starsectors way of handling that issue.

129
General Discussion / Re: Venture, why?
« on: September 03, 2019, 12:53:46 AM »
Yeah I usually never take the Venture because when I can start affording cruisers, I have a decent enough revenue stream that I never really consider the Venture. Its such a poor man's choice that its only good as a ship you salvage from a pirate bounty, from a killed off scavanger fleet, or if you find it out in space. And this is also if you have NOTHING ELSE and its your BEST ship.

I second that.

If it either got the Missile Reloader system, and/or got more logistics hull mods built in (salvage gantry + surveying equipment), it would make it worth it even with its abysmal stats + civillian hull. Yet it doesn't come with either of these built in, despite it being totted as a exploration ship, so its basically bad.

Curious, my Ventures have surveying equipment ... would be rly flabbergasted if this is a mod thing.

130
Funny thing about that null error right after a save...

9240551 [Thread-10] INFO  sound.null  - Playing music with id [Hyper - X3TC_Mars.ogg]
9254228 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)
   
The last thing it loaded was a script to change the ambiance in hyperspace, using a track from Steelclad. I'm noticing a potential pattern...
.conditionsMet(VayraUniqueBountyManager.java:82) is the following line
if (this.neverSpawnWhenFactionHostile && Global.getSector().getFaction(this.factionId).isHostileTo(Factions.PLAYER)) {
                return false;
it consists of faction checks and steelclads uniquebounty for vayras (unique_bountie_data.csv) sector differs from other vayra bounties that it does not provide additional # flagshipVariants, which "seems" to be ok if you look at vayras instructions. I assumed that this problem might have something to do with how the Fleevariantids lists are created in the case a null string is read, but that seems to be ok on vayras side.
What appears to have fixed the problem for me is setting steelclads neverSpawnWhenFactionHostile to false in his unique_bounty_data.csv ... which as a solution, to that null pointer exception, doesn't rly make that much ¯\(°_o)/¯

131
Mods / Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
« on: September 02, 2019, 02:44:37 PM »
Domo arigato.

Those hull mods are great, adding to the logistics department while proving drawbacks to combat effectiveness and vice versa. The Supply Ships, freighters, tankers and esp utility ships like the small sensor ones a are definitive step up from the vanilla and other modded ones that i know of (HMI, DME, VAYRA's, LOA, Artefact) and feel dirt cheap in regards to their pricing. As for the more combat oriented ships, no clue Im still in the phase of doing non combat oriented mission, scuttling along as i go. Playing with Ruthless Sector and Bigger-AI Fleets makes the beginning a bit more unpredictable and combat less viable, even if there is significantly more salvage to be found.         


132
General Discussion / Re: Venture, why?
« on: September 02, 2019, 01:18:39 PM »
You said "This looks like fun", did you put me in my place yet? I'm not feeling it.
Nice projection.
Have you considered that having different expectations and goals makes some mechanics less relevant regardless of thier existence, and vice-versa?
Nice projection.
Have you considered that having different expectations and goals makes some mechanics less relevant regardless of thier existence, and vice-versa?

Nice cover.
Have you considered that having different expectations and goals don't change the actual mechanics even when you pretend they do?


133
General Discussion / Re: Consequences of changing the AI ship cap
« on: September 02, 2019, 12:54:04 PM »
In practice, if I were to raise fleet size for both me and the enemy to 60 instead of 30.  At first, I know that like this thread says, the enemy will have fewer capitals and more frigates/destroyers, because they are able to spread their fleet points out over more ships.  However, when I start filling up that 60 limit myself, I expect that they also increase their number of fleet points, so they start filling the now 60 max fleet up with more capitals just like the 30s did previously.

Arguable, Invasions that are not hostile to you and are not targeting you, do not scale with your level but the level of the market they are invading. Also Patrols and commissioned mercenarys and other defense fleet types do not scale with you but the market, and its shipbonuses, they originate from. All of those above mentioned,under the current spawning conditions, will have a stark warship leaning fleet composition consisting mainly of light frigates. As for random pirate, remnant patrols and scavengers in general ... no clue.   

134
Mods / Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
« on: September 02, 2019, 11:19:24 AM »
If it's giving you problems, simply remove hte file altogehter. The missing bounty will not affect anything else


I will do some testing and put a new version soon

Thanks, its probably smthing menial like faulty ram or some bad sectors on my HDD, jjk.
Btw i saw some scav's out there that are not independent faction scavs with different composition in comparison to the usual scavs that are pretending not to be pirates. Did you add them as a special sub faction or do some of you main Factions employ scavs themselves ?

135
Mods / Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
« on: September 02, 2019, 08:28:17 AM »
# fleetVariants : comma seperated list of variant ids for rest of bounty fleet. Will NOT use autofit,,,

Mhhm i see so thats a dead end. Vayra has a player_bounty_factions.csv where it is determined which faction can or can't post a bounty but thats prob not relevant seeing as the problem starts with
  if (this.neverSpawnWhenFactionHostile && Global.getSector().getFaction(this.factionId).isHostileTo(Factions.PLAYER)) {
                return false;

thanks for your time nonetheless

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