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Author Topic: AWOL documentation for newbies  (Read 5137 times)

zaimoni

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AWOL documentation for newbies
« on: May 04, 2017, 05:43:10 PM »

Most pressing newbie questions for me, no searchable or easily found documentation on either forum or wiki; this is for .8a:
  • How to issue an order to a specific group as designated by CTRL-.... on the fleet screen; also, which orders make sense to do this with.    (Fortunately, I can guess how to issue most orders fine, but chaining them has no identifiable documentation.)  The eliminate order is particularly interesting.
  • What player actions in the normal market do to it, qualitatively (stabilize, or destabilize).  I suspect, from the config files, that the military market is destabilizing much like the black market is. EDIT: finally saw the relevant blog post that explains the normal-market behavior and in-game display.
These are examples of what is blocking me from playing the midgame reasonably.

I'm playing the combat scenes as a slow-twitch game -- I am perfectly fine letting the AI do the actual combat, and just manually position for combat.
« Last Edit: May 04, 2017, 08:14:11 PM by zaimoni »
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Sy

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Re: AWOL documentation for newbies
« Reply #1 on: May 04, 2017, 08:21:10 PM »

welcome to the forum!

ctrl-groups are just for selecting groups of ships more quickly, it doesn't actually do anything besides that. ships grouped together that way don't actually act as a unified group. giving commands to whichever ships you have selected then can be done in two ways:

1) just right-click on a target (ally, enemy, capture point, or just any empty position on the map) to issue a context-sensitive command (which i assume you've already figured out ^^).

2) select a target with left-click and then select a command you want to give onto that target from the list in the bottom right of the screen (or via a hotkey). the game will try to automatically assign one or more of your ships to that command & target, if any of your ships are suited to carry it out.
you can then also assign specific ships yourself in the same manner as you would with a context-sensitive command, except it will use the command you've already set. the game may still keep other ships assigned automatically as well, but only if it thinks more ships are needed to carry out the command (for example, you can't carry out a Heavy Escort command with a single frigate alone. but that manually assigned frigate will be part of the escort).

keep in mind, the strategic layer of combat is meant to be secondary to the real-time parts, so you won't find the level of depth or direct control here that you would in a dedicated strategy/tactics game. there's certainly nothing wrong with playing it differently, but the game is, at its core, designed and balanced around the assumption that the player directly controls one ship in real-time combat.
if do you prefer to keep that latter part to a minimum, you'll probably want to pick up the Command & Control skill (including the Operations Center hullmod) under the Leadership aptitude, as that will mitigate the limited-command-points restriction on issuing commands.


as for your second question, afaik the only player actions that will destabilize a market are smuggling, aka trading on the black market (both selling and buying) or fulfilling procurement 'missions' for underworld contacts, and directly attacking and destroying fleets that the market depends upon (merchants, supply fleets, patrols).

contributing to stability is done through any legal trade (including on the faction's military market) and keeping its fleets safe from pirates and hostile factions, though it's generally a lot harder/slower to do intentionally.


i hope that helps. if you've got any other/further question, you can also check out our Unofficial Discord Server, there's almost always someone there who can help you out. :]
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zaimoni

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Re: AWOL documentation for newbies
« Reply #2 on: May 04, 2017, 09:58:44 PM »

Right-clicking is inoperative on the system Starsector is installed on (6-year old hardware, 16GB RAM, JVM that ships with game crashes out 3 times in four from null pointers during preloading if sound is enabled at about 1.2GB...graphics are much better without sound.  I'm unsure whether spiking the memory limit would make things work.  Main Java is Java 8, but I haven't tried to use it; I'd prefer to increase the memory limit on the Java the game ships with.)

So, to confirm at a level of detail suitable for a tutorial:
* create CTRL-1
* left-click on target
* then: C 1 assigns as many in group 1 as required.
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Midnight Kitsune

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Re: AWOL documentation for newbies
« Reply #3 on: May 04, 2017, 10:31:30 PM »

Right-clicking is inoperative on the system Starsector is installed on (6-year old hardware, 16GB RAM, JVM that ships with game crashes out 3 times in four from null pointers during preloading if sound is enabled at about 1.2GB...graphics are much better without sound.  I'm unsure whether spiking the memory limit would make things work.  Main Java is Java 8, but I haven't tried to use it; I'd prefer to increase the memory limit on the Java the game ships with.)

So, to confirm at a level of detail suitable for a tutorial:
* create CTRL-1
* left-click on target
* then: C 1 assigns as many in group 1 as required.

Do not use java 8 with SS as it is buggy and unstable
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zaimoni

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Re: AWOL documentation for newbies
« Reply #4 on: May 04, 2017, 11:43:58 PM »

Yes, already saw that it had failed regression testing that way, and that the plan instead was to ship with a 64-bit Java 7 for .81.  The configuration has been left as default there (do not use system Java).

Without the sound, the RAM usage tops out at 900k during preloading and only goes up to 1.3MB when playing without incident.
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Sy

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Re: AWOL documentation for newbies
« Reply #5 on: May 05, 2017, 05:47:39 AM »

So, to confirm at a level of detail suitable for a tutorial:
* create CTRL-1
* left-click on target
* then: C 1 assigns as many in group 1 as required.
no, ctrl-1 only sets your currently selected ships (regardless of their assignments) to the hotkey of 1, for quickly deploying or reselecting them again in the future. it does not, in any way, give any commands to those selected ships. you'd still need to right-click on something for that, after you've selected the ships. it doesn't matter how you selected those ships (individually clicking them, dragging a selection box around them, or pressing the previously set number key).

i don't think there's a way to manually assign ships to specific targets or orders without right-click, although maybe there's a way i'm not aware of that lets you rebind all right-click functions to something else. it's rather crucial for other functions as well, especially shield / phase cloak toggling if you ever do decide to pilot your flagship directly.
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StarGibbon

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Re: AWOL documentation for newbies
« Reply #6 on: May 05, 2017, 05:56:07 AM »



i don't think there's a way to manually assign ships to specific targets or orders without right-click, although maybe there's a way i'm not aware of that lets you rebind all right-click functions to something else. it's rather crucial for other functions as well, especially shield / phase cloak toggling if you ever do decide to pilot your flagship directly.

Those latter combat functions, at least,  *can* be rebound in the game settings.
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Vind

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Re: AWOL documentation for newbies
« Reply #7 on: May 05, 2017, 05:56:21 AM »

I think java 8 problems is OS related. Ive played hundreds of hours with java 8 on previous version of starsector using gentoo linux 32-bit. After all messages about switching java to 64 bit to run new version i was a little worried but game works with 32-bit java 8 just fine without any changes on my ancient core2duo 8gb ram machine.
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zaimoni

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Re: AWOL documentation for newbies
« Reply #8 on: May 05, 2017, 07:00:52 AM »

So, to confirm at a level of detail suitable for a tutorial:
* create CTRL-1
* left-click on target
* then: C 1 assigns as many in group 1 as required.
no, ctrl-1 only sets your currently selected ships (regardless of their assignments) to the hotkey of 1, for quickly deploying or reselecting them again in the future. it does not, in any way, give any commands to those selected ships. you'd still need to right-click on something for that, after you've selected the ships. it doesn't matter how you selected those ships (individually clicking them, dragging a selection box around them, or pressing the previously set number key).
Right...first step creates the group.

The JVM that ships with the game does not allow right-clicking on threat to call up a context-sensitive menu on the target machine; only left-clicking works.  It sounds like keybinding may be the way to go here.
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zaimoni

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Re: AWOL documentation for newbies
« Reply #9 on: May 06, 2017, 06:53:56 PM »

Ok...another newbie question:

Is there a way to avoid clicking exactly 37 times to recruit exactly 37 crew members in the tutorial?  (Also shows up later in the game when trading, but if there is it should be revised into the tutorial at that point.)  This is the magic number to get up to exactly skeleton crew after picking up the derelict set, so its relevant.

Aside: vmparams adjustment was not particularly effective: going to 2GB with the JRE shipped with Starsector got the sounds to load without incident, but closing the game normally (through the menu, rather than resource manager) crashed.  Animations noticeably slower as well, so I reverted for now.  It didn't actually go much above where it crashed out before, so I may retry with a less drastic override.

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StarGibbon

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Re: AWOL documentation for newbies
« Reply #10 on: May 06, 2017, 06:58:06 PM »

Ok...another newbie question:

Is there a way to avoid clicking exactly 37 times to recruit exactly 37 crew members in the tutorial? 


Hold down Shift then drag to desired quantity from any stack.
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Sy

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Re: AWOL documentation for newbies
« Reply #11 on: May 07, 2017, 05:11:48 AM »

This is the magic number to get up to exactly skeleton crew after picking up the derelict set
i suggest keeping some spare crew above what's required for the skeleton crew number, since otherwise you'll drop below the minimum when you lose just a single one. and that happens easily, through fighter losses, hull damage or (usually minor) accidents while scavenging through debris fields.

and if you plan on recovering more ships with d-mods to use in battles, it's a good idea to keep some crew on hand to staff those ships immediately (so you don't have to mothball them until you can buy more crew).
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zaimoni

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Re: AWOL documentation for newbies
« Reply #12 on: May 07, 2017, 05:18:22 AM »

Right, but I prefer to see what my ship refitting costs before buying crew above absolute minimum at that point (before the L3-L6 level-up from a single battle)
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