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Messages - Pokpaul

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31
OK, my save xml has 1.8 million lines in it. I'm looking at it, not really seeing anything that jumps out at me, but I'm not an alpha core so is there a particular needle I should be looking for in this hasystack?

32
Mods / Re: [0.9.1a] Adjusted Sector
« on: June 04, 2020, 11:11:26 AM »
Thanks for the feedback.

'I would calculate out all your ranges so that if it rolls max roll on all values that only 60% percent of systems could be flagged for a semi-balanced game.'

So would you then say reduce the sum of the themed sectors max values to 180 on the default SectorConstellationCount of 300? I come up with a count of 359 for max roll values and cryosleepers and motherships on default Adjusted Sector, so if I understand  your proposal correctly you would go down to about half of that.

And I assume when you refer to balance, you mean that if the sectors are all stuffed full with remnants and ruins and cryosleepers there's too much loot? I'm assuming that if the flagged sytems are at 60%, that means at least 40% of the systems are empty of goodies.

33
Mods / Re: [0.9.1a] Adjusted Sector
« on: June 04, 2020, 09:24:55 AM »
So if my goal is to have more stars, hopefully more stars per constellation, more planets per star, with elevated theme constellations with slightly higher max values to take advantage more stars, do these settings raise any red flags?

   "AdjustedSectorConstellationCount":400,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":4,

   "sectorConstellationRemnantMin":80,
   "sectorConstellationRemnantMax":135,
   "sectorConstellationRemnantSkipProb":0,

   "sectorConstellationRuinsMin":65,
   "sectorConstellationRuinsMax":70,
   
   "sectorDerelictMotherships":20,
   "sectorDerelictCryosleepers":160,
      
   #Random number of arcs apply to map
   #Vanilla value 20
   "AdjustedSectorRndArcs":20,

   #Generate hyperstorms options.
   #"true" for generating hyperstorms, "false" to not generate hyperstorms.
   "AdjustedSectorHS":true,

   #Accessibility will be base - 1 at that many light-years from center of mass
   #"accessibilityDistFromCOM":50,
   #"accessibilitySameFactionBonus":0.50,
   "accessibilityDistFromCOM":100,
   "accessibilitySameFactionBonus":0.75,

   #If SAD is enabled, you can change the amount of SAD-themed constellations
   #"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
   #"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":1,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":5,

   #If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
   #"BladeBreakerThemed_ConstellationMin_AS":3,
   #"BladeBreakerThemed_ConstellationMax_AS":5,
   #"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
   "BladeBreakerThemed_ConstellationMin_AS":30,
   "BladeBreakerThemed_ConstellationMax_AS":35,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.15,

34
So from your reply I guess the more officer skills mod is the source of my problem. Thanks.

35
So in my current game saves have become unwieldy, taking a very long time and often failing, with errors indicating a memory issue, like GC overhead limit exceeded. My last successful save was 60mb (no backup).

Whenever I ctl-backspace it shows memory used is only 14-21% of the 8-12 gb  I have it set to in vprams (I have 32 gb physical). I have 8gb VRAM and an m.2 ssd. I have no issues starting the game or loading saves, no fps or performance issues while playing, and I've got the battle size cranked up to 1,000 with no issues.

My most recent log file has the following repeated over and over again, almost 600,000 lines of just data.scripts.OfficerLevelupPluginImplMod repeating and the log file is 50mb itself:

5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - Officer's skill list.
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - ordnance_expert
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - strike_commander
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - End of list.
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - Officer's skill list.
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - ordnance_expert
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - defensive_systems
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - missile_specialization
5218459 [Thread-4] INFO  data.scripts.OfficerLevelupPluginImplMod  - End of list.

Mods:
"enabledMods": [
  "$$$_lightshow",
  "Adjusted Sector",
  "timid_admins",
  "blackrock_driveyards",
  "chatter",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "gates_awakened",
  "Imperium",
  "kadur_remnant",
  "lw_lazylib",
  "logisticsNotifications",
  "luddenhance",
  "MagicLib",
  "More Officer Skills",
  "nexerelin",
  "ORA",
  "portrait",
  "roider",
  "SCY",
  "shadow_ships",
  "bonomel_skilledup",
  "speedUp",
  "StopGapMeasures",
  "THI",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "toggleWeapons",
  "audio_plus",
  "shaderLib",
  "prv"

36
Mods / Re: [0.9.1a] Adjusted Sector
« on: May 19, 2020, 10:41:40 AM »
This is great, looks like a big step up from Grand Sector, which I have been using since it came out.

After going through the entire thread and files, I had some questions on things I would like to make sure I understand.

The 300 adjusted sector constellation count means 3 times more sectors than vanilla, the adjusted sector constellation cell size of 5 means twice the 10 stars per constellation in vanilla?  So overall that would mean 600 stars vs 100 for vanilla?

When it comes to the sector constellation values for remnants, ruins, cryosleepers and motherships, from what I can gather you don't want their total max values to exceed the sector constellation count for things to work properly, is that correct? Would you add SAD and blade breaker constellations max values as well if using them?

What effect does having more or less planets via cell size have when it comes to remnants, ruins, cryosleepers and motherships? Do all the planets in a constellation have the same chance of getting ruins, etc., so more planets per constellation means more ruins?

If I understand the accessibilty settings, the higher number means that essentially the accessibilitydistfromCOM of 100 vs 50 for vanilla effectively doubles the range of accessibility?
I'm really guessing at the samefactionbonus, does the 0.75 vs. 0.5 mean the bonus is more or less than vanilla?

37
Suggestions / Small QOL with refit from blueprints
« on: October 05, 2019, 03:34:04 PM »
When refitting a ship you can see items owned, buy legally and buy illegally.

It would be nice to have an additional option to see known blueprints to see what items you could make for that slot, especially when you've got a lot of blueprints from faction mods and are staring at a list of 200+ weapon blueprints.

I would find it much easier to decide what to put in my ships working off the refit screen than scrolling through blueprints.

Ideally the items you chose from the refit screen would automatically be put in your custom production queue.

38
Mods / Re: [0.9.1a] Grand Sector
« on: October 04, 2019, 11:58:31 AM »
Yes, I am running Grand Sector on default settings, which is twice the stars and 1.3x map size iirc.

39
Mods / Re: [0.9.1a] Grand Sector
« on: October 03, 2019, 06:54:31 PM »
Lolpingu, the thing that helped me the most was allocating more memory to java, I raised it from the default to 4GB (I have 8 total it is recommended to raise it to no more than half your total system RAM).

To do this open vmparams in the starsector folder and change the values here to:  windows -Xms4096m -Xmx4096m, or to whatever multiple of 1024 you want to use.

Apologies if this is what you already did when you say cranked up memory to 8gb, but I'm running a ***-ton of mods fine on this old rig.



40
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: October 03, 2019, 06:36:33 PM »
Politely request that you rename Blade Breakers to Ball Busters, because fugg me with these guys. They could at least buy me dinner first.  :-*

41
Modding / Re: How to mod colony administrators
« on: October 03, 2019, 10:39:15 AM »
Gotcha, thanks again.

I've been looking around at modding tutorials and resources, and if I understood what Alex wrote about how .json merging works in order to implement that I would create a settings.json file in folder mymod\data\config with only those lines you highlighted in it with the new costs plus lines for tier 3 admins.

I haven't been able to figure out how I would implement changes to OfficerManagerEvent.java though.  Alex said that all .java files are always replaced, so I'm guessing I'd have to create a new .java file just for the new event, but I'm not to sure what the rules are around that or how to make this new event replace the vanilla one as you mentioned.

Is there a tutorial or instructions on that somewhere that I missed that addresses this?

42
Mods / Re: [0.9.1a] Gates Awakened (2019-10-02)
« on: October 02, 2019, 03:53:54 PM »
This looks like a very good enhancement to the mid-late game, thank you!

43
It seems to me that the colony that produces the most heavy machinery gets chosen to provide the bonus, as opposed to the colony that would provide the better overall bonus.

My first colony has parasitic spores, which are great for pop growth but provide a ship quality malus. It and my third colony both have orbital works with pristine nanoforges, yet whenever my first colony has a pop size two greater than my third it becomes the one deciding my empire-wide ship quality bonus and boom, d-mods.

So then I have to swap out the pristine for a corrupted at my first colony in order for the third to outproduce it and set the empire-wide ship quality.

Not the biggest deal, but a bit of a pita.

44
Modding / Re: How to mod colony administrators
« on: October 02, 2019, 11:50:24 AM »
So if I could impose on someone who knows what they're doing, if I just wanted to bump all the randomly generated administrators up by a level (because that looks easy enough), I would go here in the OfficerManagerEvent.java :

private AvailableOfficer createAdmin() {
      WeightedRandomPicker<MarketAPI> marketPicker = new WeightedRandomPicker<MarketAPI>();
      for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
         marketPicker.add(market, market.getSize());
      }
      MarketAPI market = marketPicker.pick();
      if (market == null) return null;

      WeightedRandomPicker<Integer> tierPicker = new WeightedRandomPicker<Integer>();
      tierPicker.add(0, 50);
      tierPicker.add(1, 45);
      tierPicker.add(2, 5);

      int tier = tierPicker.pick();
      
      PersonAPI person = createAdmin(market.getFaction(), tier, null);
      person.setFaction(Factions.INDEPENDENT);
      
      String hireKey = "adminHireTier" + tier;
      int hiringBonus = Global.getSettings().getInt(hireKey);
      
      int salary = (int) Misc.getAdminSalary(person);
      
      AvailableOfficer result = new AvailableOfficer(person, market.getId(), hiringBonus, salary);
      return result;
   }

and add 1 to the first value in brackets after each tierPicker.add? And I'm assuming the second value is probability, so if I wanted more high-tier admins to appear I'd fiddle with that?


45
Modding / Re: How to mod colony administrators
« on: October 01, 2019, 08:26:30 PM »
Thank you.

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