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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1715289 times)

Uomoz

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3075 on: November 28, 2013, 07:30:51 AM »

So, I've been without internet for a few days, and just went on modding UsS like crazy. It now fully support the new big feature, aka Void Walkers. What is it this new wizardry? Basically, the player own faction. And by this I mean a faction built around the Blueprints a player posses, that grows dynamically with the player level and fleet dimension. A faction that can self-sustain itself with item conversion, marine training and ship production.

I could use a few testing fellows before releasing though, because I need quick feedback. Anyone interested PM me (requires feedback, do not Pm just to download, please).
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drakhades

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3076 on: November 28, 2013, 05:14:37 PM »

Hi Uomoz,   the new player faction sounds really really awesome.

I skimmed your replies to the previous bugs, but did you fix the blueprint drops yet?   

Also there is a pretty cripping balancing issue with starting a game that should be resolved.   i think someone already summarized the issue: repair rates should be decreased 80%   (original value * 0.2)   .

  for example, starting a new game as tritachion your base is way in the corner of corvus.   very few enemy fleets wander down there, so you are required to go towards the center of the system.       So a number of times experimenting:   I had a fleet of 2 or 3 ships (frigates) with full supplies and i go fight some fleets.   here is what happens:

my fleet 2 or 3 tritachion friggates, maybe 1 fighter drone group.

vs: very small easy enemy fleet:   yeah i win,   need to immediately fly back to base and resuply / sell scrap   (3 minutes downtime per battle.) 
summary: "lots of downtime overhead"

vs: strong enemy fleet: i win but my ships are all damaged.   flying back to base, supply usage skyrockets and run out of supplies before ariving.  loose all ships.
summary: "you can't take any chances"

vs: any fleet and you win + capture an enemy ship:  flying back to base your supply usage skyrockets (repairing the broken enemy ship) and you run out of supplies before you arivie, loosing all ships
summary:  "you can't capture anythign"

If I play as hegemony, the battles all take place right next to your base so you don't have this problem.

-----------

also FYI i played maybe 50 battles, and only once did I get a blueprint.






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Piemanlives

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3077 on: November 29, 2013, 12:21:26 AM »

When it comes to capturing enemy vessels, immediately putting them into a moth ball status reduces supply usage to normal because you aren't repairing the vessel.

« Last Edit: November 29, 2013, 12:23:02 AM by Piemanlives »
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mendonca

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3078 on: November 29, 2013, 05:30:34 AM »

So, I took my little Seski, supplemented it with a Lasher, and went on a small killing spree.

Did okay, then went on a shopping trip to find a Destroyer. Searched around a bit, not much there.

So I settled for a Ridgeback-X, and it turned out I had overextended myself a bit, but could afford to outfit it with a low flux, low OP build which I felt reasonably comfortable with. Safe, but capable. A couple of Quills up front, a couple of  railguns, and 4 PD lasers. Balanced, but lightweight, and should be adequate in a carefully fought battle.

Unfortunately I hadn't banked on being hounded by the local SHI crew, who promptly tore me to tiny shreds. My shuttle is sat, docked in the Anar system, and I am currently drinking the last 2000 credits I have, thinking about the mistakes I made and what could have been.

---

I don't know if I was unlucky, but the lack of availability of hulls is really nice in this iteration of the mod - it is imperative that you take lots of time, and care, to build your fleet and choose engagements wisely. I definitely was too quick to step up to a destroyer (I thought any destroyer would do) - next time I will think carefully about how I set myself up for this step.

Building on this, the tension and strategic element present in Vanilla is really nicely focussed. It definitely has taken me a bit of thinking about to realise this - and any arrogance (which I can often get away with in vanilla) is promptly punished. I like this.

I am genuinely fearful - and increasingly desperate - when I stretch myself. Sometimes circumstances cause this desperation, but mostly it is mistakes. The balance for me feels good.

However I also feel like, with a lot of care and attention, I could prosper very easily. It took three fights or so for me to amass 30,000 credits, of which around half I needed to spend on supplies. Careful, methodical progression can mean that life is very profitable. On the other hand, a single mistake with anything more supply-intensive to repair than a frigate can END YOU very quickly. I haven't played enough to figure out where I need to be in terms of contingencies - but I don't feel like it is unfair.

The real nice bit of this is that battles are so prosperous if you do well, against marginally superior forces - that the tendency for arrogance is almost overwhelming!

---

Really looking forward to the next iteration, hopefully I'll get some good time with this again this weekend!
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Chronosfear

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3079 on: November 29, 2013, 12:40:33 PM »

Hi,

1. Have you had seen of my post on my CTD i posted earlier ( P.A.C.K fighter ) and other suggestions

Oh, and I was playing around with the Nomads and bought the civilian transport/colony ship
+ producing free crew ( green is better then nothing )
+ producing supplies ( i think it always makes 100% of the needed amount )
+ High freight/crew/fuel capacity ( you only need this ship as your transport )
+ very efficient shield
- Unarmed
- Very slow
- It just removes the whole strategic planning in your mod

maybe this ship needs some special adjustments to your mod

.And last but least  : Can´t wait to "build" my own empire ^^


Chronosfear
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Midcom

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3080 on: November 29, 2013, 08:58:37 PM »

So I'm a tad bit confused now by the whole rewards system.  Do you no longer earn money after combat? Or is that I earn money by selling the scrap I get? Cause I'm low on supplies and have no way to get more.

Anyways, I'm getting a "Fatal:null" error.  I have no idea what is causing this, but it only seems to happen upon exiting and entering a system.

Here's the log:
Spoiler
611250 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.ø0O000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.A.ôØ0000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

From what I can tell its still a memory problem.  Fyi, I had increased the memory to 1024x1024.
« Last Edit: November 29, 2013, 10:03:42 PM by Midcom »
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ciago92

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3081 on: November 30, 2013, 09:39:35 AM »

Oh, and I was playing around with the Nomads and bought the civilian transport/colony ship

Didn't think you were supposed to be able to do that?
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Chronosfear

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3082 on: November 30, 2013, 10:52:13 AM »

Oh, and I was playing around with the Nomads and bought the civilian transport/colony ship

Didn't think you were supposed to be able to do that?

Options when I´ve taken with a new game :

1 and 2 are forced answers
3. Nur.
4. Son of sands ...
5. forced

With this option ( other may be possible , too ) i´m friendly with nomads , so i can fly to their Homesystem ( Nur. ) , docked with their resupply station.
This ship was available to buy. Just wanted to now what those build in mods do , so I bought it and then posted about it here.

Might be a bug that is was available?
Or a bug that you can be friendly with nomads?

Edit : Tried again with that options, waiting a while to switch the available ships , and well I can buy it again.

Chronosfear
« Last Edit: November 30, 2013, 11:07:21 AM by Chronosfear »
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ciago92

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3083 on: November 30, 2013, 02:07:07 PM »

I just meant that I figured the Nomad Colony ship would be a unique non-buyable ship. Certainly possible it's meant to be purchaseable, I just assumed otherwise. Being friendly to the Nomads isn't a bug, they're one of the factions you can join.

Also, would like to express my love of the Void Walker idea!
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Chronosfear

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3084 on: November 30, 2013, 03:47:57 PM »

I just meant that I figured the Nomad Colony ship would be a unique non-buyable ship. Certainly possible it's meant to be purchaseable, I just assumed otherwise. Being friendly to the Nomads isn't a bug, they're one of the factions you can join.

Also, would like to express my love of the Void Walker idea!

I know, cause i did ( both )  :)
And others posted, that it's hard to get Nomads ships ( it is not if you are friends  ;D 4x rattlesnake *cheers* )
But since you mentioned ( even when you weren't sure ) I needed to check that.
I also think others and Uomoz should know, too. So I posted here.

AND the Colonyship only costs about 1 LR , very useful for ppl only yielding a small logistics stat.

Void Walker and trading of blueprints ( i think currently there is no way to obtain ships from your friendly faction other than if it is also used by a enemy fleet )
that are my favorite upcoming additions .


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Andy H.K.

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3085 on: December 01, 2013, 10:50:56 PM »

also FYI i played maybe 50 battles, and only once did I get a blueprint.
I figured out a way
Spoiler
[close]

All blueprints are obtained from a single hostile fleet

Hint: To get them you don't fight them.
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Uomoz

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3086 on: December 02, 2013, 03:47:28 AM »

also FYI i played maybe 50 battles, and only once did I get a blueprint.
I figured out a way
Spoiler
[close]

All blueprints are obtained from a single hostile fleet

Hint: To get them you don't fight them.

That is no longer possibile in current dev xD
« Last Edit: December 02, 2013, 03:54:28 AM by Uomoz »
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Piemanlives

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3087 on: December 07, 2013, 12:41:38 AM »

So I'm not entirely sure why this is, nor do I know if this has been mentioned before but for some reason upon creating a character the game will crash, loading the game back up however the character file is there and is loadable without any issues.
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Uomoz

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3088 on: December 07, 2013, 06:46:53 PM »

OHBOY here we go!
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drakhades

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3089 on: December 07, 2013, 06:52:17 PM »

could you do a feature summary / change-log?
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