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Messages - Pokpaul

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16
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 02, 2021, 04:27:58 PM »
A few times now I've found over 30,000 ore in mining stations or their debris field. If you happen to hit salvage all and not notice, the extra cargo will eat up all your supplies in a few seconds.

17
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 02, 2021, 03:39:55 PM »
Minor (potential?) bug/error: got a pirate fleet spawned from a salvage ping thingy ("whatever it was, it has to be close nearby") with 14 (I counted) Atlas MKII plus a bunch of smaller things in it; I guess it might be an intended rare thing or something, but if not it looks a bit like a leftover from a more capital-spammy time.

Were any of them a XIV battlegroup MKII Atlas? If you ever get a chance to salvage one, give it a try. They are actually a lot of fun to fly I find.

18
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 31, 2021, 03:15:55 PM »
Rather minor, but when ships get all their d-mods repaired by skills, it still says 'this ship has suffered lotsa damage....' in the ship description.

19
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 30, 2021, 06:31:53 PM »

What I usually do is decline the quest, go to the intel screen go to the second tab "planets", and filter to only stars and sort by name. It should be relatively easy to find the location mentioned in the quest, decide if it is worth taking, and if it is then go back to the bar or wherever you go the quest and accept it.

Though I do agree showing this information while getting the mission would be much more useful.

When we're talking about quests to systems you haven't explored, finding locations via intel planet list doesn't help so much.

20
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 30, 2021, 02:57:17 PM »
Loving all the new quests and things to do.

I quite appreciate it that in many cases it tell you how far a quest location is from you. Except for that could be in any direction.

Would it be somehow possible for the intel map to pop up during the mission dialogue, so that you could see exactly where you're going and where your other mission targets are and if it makes sense?

It would be especially nice when you want to clump missions together. Right now that can be a big pain.

21
Mods / Re: [0.95a] Adjusted Sector
« on: March 29, 2021, 05:07:08 PM »
Thank you! Thank you! I've playing the new version vanilla just to see, and having the galaxy be so tiny just seemed very, very wrong.

22
Mods / Re: [0.95a] Better Colonies 1.61
« on: March 28, 2021, 07:21:22 PM »
Quote
Added a console command to let you add admins (even though CC should be adding them)
CC = Commissioned Crews?

console commands

https://fractalsoftworks.com/forum/index.php?topic=4106.0

23
General Discussion / Raider activity
« on: January 10, 2021, 01:52:13 PM »
My colonies in a system were being raided, and had the raided status affecting stability and accessibility.

My faction made peace with raiding faction (Rust Belt), and so the raiding stopped (not noted in intel any more) but the raid status on the planets persisted.

I raised relations with Rusters, raid status persists. No idea what station raids are based out of either or I'd destroy it to check.

Is there a console command to remove the status?

edit: found it, removecondition

24
Modding / Re: system governors?
« on: January 10, 2021, 10:53:07 AM »
Thanks for the reply. Love the Roider Union btw.

My thinking was that precisely because the game mechanisms encourage you to settle in systems with multiple colonies that it makes sense to recognize that with system level administration.

Especially using Adusted Sector with a bigger map and more systems.

25
Modding / system governors?
« on: January 10, 2021, 09:43:53 AM »
I've been playing Starsector while listening to the soundtrack from Pax Imperia, Eminent Domain, and I started wondering if it was possible to have administrators and administration skills be at the system level as opposed to the planetary level.

For those who don't know, governors in Pax governed systems, so impacted all of your colonies in the same system.

26
Mods / Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
« on: January 10, 2021, 06:59:42 AM »
Is there any way to easily find out about where the Ruster base is when they're raiding your system, like the pirate in the bar? Haven't found any so far.

27
Bug Reports & Support (modded) / Re: Save game null error
« on: October 17, 2020, 08:09:47 PM »
OK, I scaled it back to 8 and put Xss to 4, is that a good setting? See what happens.

*edit*

Still having issues, I have to sometimes try to save copy a few times before it works.

I find that I have this issue in-system mostly, and that that if I travel to hyperspace that's where I am most likely to save successfully. Does that make any sense?

28
Bug Reports & Support (modded) / Save game null error
« on: October 17, 2020, 06:26:56 AM »
This is the first time I've run into trouble saving before everything comes to a screechy, laggy halt overall.

Not noticing any other issues while playing. I've got plenty of RAM, 32gb, with 12 allocated in vmparams.

Spoiler
1071153 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 1.0
1071153 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Releasing context
1071156 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Released context
1072889 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
1072889 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.lang.StackOverflowError
   at com.thoughtworks.xstream.converters.reflection.FieldDictionary.buildMap(FieldDictionary.java:123)
   at com.thoughtworks.xstream.converters.reflection.FieldDictionary.fieldOrNull(FieldDictionary.java:106)
   at com.thoughtworks.xstream.converters.reflection.FieldDictionary.field(FieldDictionary.java:86)
   at com.thoughtworks.xstream.converters.reflection.PureJavaReflectionProvider.getFi eld(PureJavaReflectionProvider.java:183)
   at com.thoughtworks.xstream.mapper.AttributeMapper.shouldLookForSingleValueConvert er(AttributeMapper.java:110)
   at com.thoughtworks.xstream.mapper.LocalConversionMapper.getLocalSingleValueConver ter(LocalConversionMapper.java:72)
   at com.thoughtworks.xstream.mapper.LocalConversionMapper.getConverterFromItemType(LocalConversionMapper.java:62)
   at com.thoughtworks.xstream.mapper.MapperWrapper.getConverterFromItemType(MapperWrapper.java:210)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$1.visit(AbstractReflectionConverter.java:119)
   at com.thoughtworks.xstream.converters.reflection.PureJavaReflectionProvider.visit SerializableFields(PureJavaReflectionProvider.java:142)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:101)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teItem(AbstractCollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.marshal(CollectionConverter.java:74)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
        .......(repeats a lot)
1072900 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 9 (exception)
1072900 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 10 (exception)
1072900 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11 (exception)
1072901 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 12 (exception)
1072901 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 13 (exception)
1072901 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 14 (exception)
1072901 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 15 (exception)
1072901 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 16 (exception)
[close]

29
I'm finding that the game slowdowns and errors are coming and going as I progress, for reasons I can't understand.

For example, my save sizes grow and shrink. My last five saves, most recent first, were 65, 75, 63, 63, 126 MB. The larger saves were associated with greatest in-game and saving slowdowns.

30
Probably unrelated, but does anyone else have issues with Starsector sometimes randomly taking a really long time to load and then running like crap? Basically when this happens I restart my computer and then it works normally, although once I had to restart twice for it to go.

Nothing to do with saves, just when starting up Starsector. I'm not changing anything to do with mods or anything, just loading up the same mods every time. I've had visual vm and resource monitor running when this happens, and I'm not even seeing any elevated use of memory, CPU or hard drive, it's just slow.

Normally it takes Starsector about 30 sec to load for me. Then randomly it sometimes takes minutes, for no obvious reason. Sometimes it happens if Starsector is the first thing I do when I start the computer, sometimes it happens if I've been working on something all day and then load up Starsector. I'm not running things in the background or concurently either.

Even though I've got no issues with anything else I run, I've checked my system for the usual suspects and not found anything.

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