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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 1718301 times)

Uomoz

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3030 on: November 17, 2013, 06:55:31 PM »

Q:what will happen when you end up in hostile system with no friendly stations & your have no Fuel ?
& aren't you go little carried away with the spawning fleets ? i mean it's not HARD or anything but since previous update i saw 3 or more big (not the biggest) hegemony fleets defending corvus jump point
& can we/I have "Officers" back ?

1. Getting stuck is something one should be aware of, but, I will add a little of fuel drop back to the game. (patch 1)
2. The spawn didn't change much, Corvus is just an hegemony fortress :)
3. Will happen, just need to test the performance weight of the feature. (patch 1)

How do you increase relations with other factions? It sucks being restricted to the neutral trade stations.

It's not possible, try crafting enemy ships!

Thanks again for a wonderful mod. I would just like to clarify one issue. Will be added another faction of the already issued, such as the Neutrino Corp (they are very necessary), the Hiigaran Descendants Bushi or Project Valkyrie?
And if not then why?
Perhaps in the future will be a separate more extended edition or an opportunity for the authors of the mods to include  compatibility in their mods?

1. One of them maybe, the others, not.
2. I don't really like some of the features\lore\balance in those mods.
3. Not happening, as it requires a lot of manual editing to my lists to add a single new faction (to have neat features like tech trees).

Do you know which file I'd need to edit instead, in order to be able to load saves?

As stated by Okim, "In your case this vmparams file is called info.plist and is located in /contents folder."
Will add this to the OP.

If it is possible I think you might need to make the notification that a blueprint has been aquired a bit more noticeable. I've been destroying large fleets left and right trying to acquire my first blueprint and when I finally gained one and went to the local trade station to buy the permit to use it, I discovered that it was not in fact my first blueprint, nor my second nor even my third blueprint, but my 8th blueprint.

I think the third hound blueprint counted as hegemony while the other two were pirate...

1. Will do something about that. (patch 1)
1. That is true and is working as intended (different factions use mixes of the same tech).

Wondering if theirs any way of disabling stations to not be faction specific  :-\
Like the challenge it adds, just not the fact that I can only use one factions ships.

That's the whole point of crafting :).


Everyone, thanks for the very good feedback! I hope you're having some good fun  :-*

EDIT:

DEV Changes (18/11):
- Fixed Kadur initial standings;
- Fixed vanilla disengaging speed bug;
- Raised Blueprints find chance;
- Added back some fuel to the loot;
- You can trade or sell Blueprints to your faction (not your faction's though);
- Stations now sell some resources relative to the faction they belong to;
- Lowered rarity of special faction resources;
- Better "New Blueprint" notification;
- Randomized initial ships and weapons for all stations;
« Last Edit: November 17, 2013, 09:39:14 PM by Uomoz »
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oranoron

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3031 on: November 17, 2013, 10:27:37 PM »



That's the whole point of crafting :).


I can't find the interface to do that at all.
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Uomoz

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3032 on: November 17, 2013, 10:47:26 PM »



That's the whole point of crafting :).


I can't find the interface to do that at all.

Interact with any station neutral or allied, if you have a blueprint. You should be able to buy tour own personal storage even if you don't own a blueprint yet.
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Midcom

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3033 on: November 18, 2013, 12:43:37 AM »

Hey Uomos,

Thanks for the hard work so far, its coming out good! Anyways, I have been wondering for awhile now, but how do I interface with the omnifactory?  I've tried docking with it, but I don't get menu options that pop up.  It only says, "This can only be used by another faction" or something like that.  Is there something I have to do in order to access it?

Also, I also confirm the whole memory thing, I do wish the fix that in the next update.  I've tried reloading a fresh campaign, it gave me that unable to load bit again.  I think its happening more often since your mod came off of dev, I don't know why that's the case.  As far as that goes, everything about the mod is stable (fyi, for others reading this, its the only mod I have running).
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Uomoz

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3034 on: November 18, 2013, 01:13:24 AM »

Hey Uomos,

Thanks for the hard work so far, its coming out good! Anyways, I have been wondering for awhile now, but how do I interface with the omnifactory?  I've tried docking with it, but I don't get menu options that pop up.  It only says, "This can only be used by another faction" or something like that.  Is there something I have to do in order to access it?

Also, I also confirm the whole memory thing, I do wish the fix that in the next update.  I've tried reloading a fresh campaign, it gave me that unable to load bit again.  I think its happening more often since your mod came off of dev, I don't know why that's the case.  As far as that goes, everything about the mod is stable (fyi, for others reading this, its the only mod I have running).

Hi there, thanks!
The omnifactory is no longer natively compatible with UsS, sorry about that.
The memory issue can be fixed by modifying the vmparams file to load any game. Open your Stasector directory, edit the vmparams file with notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.
Yeah, the mod got bigger while updating out of DEV so it needs more RAM (too many factions and stuff around, even if scripted "efficiently").
For Mac users, the vmparams file is called info.plist and is located in /contents folder.
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Chronosfear

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3035 on: November 18, 2013, 11:45:20 AM »

Hey Uomoz ,

Just a quick feedback here which contains my humble opinion :)

"Homestation" , i like the idea of shipbuilding and buying the upgrade to store my loot and so at home.
The pace is way slower then vanilla which i really like.

have only fought "small" battles yet , but if i go to away from home i will get into a loop downwards caused by the lowered amount of supplies in battles.
This is way harder for factions which have their outpost on the edge of the system, and as a player you have a long travel to fight and return to resupply ( eg. Independent )
[Don´t know what it will be, if i get my hands on large freight capacity and enough surplus money to buy a large amount of supplies.
But still then you´re forced to stay close to your home ( more or less ) because you will not get enough supplies in battle and can´t buy it anywhere else.]

which brings me to my suggestion :
-Either slightly increase the amount of supplies after battle
-Make it possible to buy supplies at least at neutral stations
-Make friendly fleets trade supplies with you ( for electronics in case you´re out of money which happens a lot early on and money ) [Okim got somethink in his Ironclad I think]
which both should be way more expensive then at home.

well , or all 3 of them  ::)

At least this is my first impression on a small scale ... and maybe I´m all wrong for the supplies recieved in a large scale battle.

kind regards
Chronosfear






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ciago92

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3036 on: November 18, 2013, 03:56:18 PM »

this might have been lingering from the previous battle but I'm 90% sure it wasn't: I just got a blueprint from harrying an enemy fleet

did it again, definitely getting blueprints from harrying fleets
« Last Edit: November 18, 2013, 04:16:54 PM by ciago92 »
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Cyan Leader

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3037 on: November 18, 2013, 08:55:55 PM »

Would you mind telling me where can I change in the mod files the value of supplies and the drop chance of blueprints? I feel like changing a few things for myself.
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Uomoz

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3038 on: November 18, 2013, 11:50:08 PM »

Hey Uomoz ,

Just a quick feedback here which contains my humble opinion :)

"Homestation" , i like the idea of shipbuilding and buying the upgrade to store my loot and so at home.
The pace is way slower then vanilla which i really like.

have only fought "small" battles yet , but if i go to away from home i will get into a loop downwards caused by the lowered amount of supplies in battles.
This is way harder for factions which have their outpost on the edge of the system, and as a player you have a long travel to fight and return to resupply ( eg. Independent )
[Don´t know what it will be, if i get my hands on large freight capacity and enough surplus money to buy a large amount of supplies.
But still then you´re forced to stay close to your home ( more or less ) because you will not get enough supplies in battle and can´t buy it anywhere else.]

which brings me to my suggestion :
-Either slightly increase the amount of supplies after battle
-Make it possible to buy supplies at least at neutral stations
-Make friendly fleets trade supplies with you ( for electronics in case you´re out of money which happens a lot early on and money ) [Okim got somethink in his Ironclad I think]
which both should be way more expensive then at home.

well , or all 3 of them  ::)

At least this is my first impression on a small scale ... and maybe I´m all wrong for the supplies recieved in a large scale battle.

kind regards
Chronosfear


Thanks for the feedback!
1. I feel I'll keep the low supply drop rate, this actually give some chances to all those logistic ships that are usually reserved for grabbing the loot. Having a good amount of supplies and fuel makes raiding more risky and needs to be "calculated".
2. All the non-Independent stations are considered military outposts, not trading hubs, so they don't sell/trade anything unless you are part of them. The neutral stations are Independent's, that should be seen more like a status over a faction.
3. That is actually a very cool idea. Will happen in the next patch.

this might have been lingering from the previous battle but I'm 90% sure it wasn't: I just got a blueprint from harrying an enemy fleet

did it again, definitely getting blueprints from harrying fleets

Thanks for the bug report! Fixed that in my DEV version, not it's required that you kill at least 1 ship to get some BPs.

Would you mind telling me where can I change in the mod files the value of supplies and the drop chance of blueprints? I feel like changing a few things for myself.

It's all inside the JAR, sorry. I'll see if I can make a config file to edit some values. (not a priority)
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Cyan Leader

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3039 on: November 19, 2013, 04:12:03 AM »

JAR are just containers, I'd just like to know where, that's all.
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Cyan Leader

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3040 on: November 19, 2013, 04:31:07 PM »

Just so you know where I'm coming from here, I'm not actually dissatisfied with the balance per se. The pacing that the player's fleet gets stronger and the idea of having to trade electronics for supply isn't inherently bad, but the high price for the supply has some side effects that mess up the repair balance for me. Capturing ships, which is one of my favorite features of the game, is now practically an economical suicide because the ships are so damaged that the amount of supplies you'll have to get to fix it is more expansive than actually buying a new one. Even when returning from regular combat I sometimes have to wonder if scuttling the ship and buying a new one isn't more economical feasible, especially if you can manufacture it.

Now I'm not demanding that you change this balance, it actually makes your mod especial, I just want to do some personal adjustments.
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oranoron

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3041 on: November 19, 2013, 05:34:37 PM »

Just so you know where I'm coming from here, I'm not actually dissatisfied with the balance per se. The pacing that the player's fleet gets stronger and the idea of having to trade electronics for supply isn't inherently bad, but the high price for the supply has some side effects that mess up the repair balance for me. Capturing ships, which is one of my favorite features of the game, is now practically an economical suicide because the ships are so damaged that the amount of supplies you'll have to get to fix it is more expansive than actually buying a new one. Even when returning from regular combat I sometimes have to wonder if scuttling the ship and buying a new one isn't more economical feasible, especially if you can manufacture it.

Now I'm not demanding that you change this balance, it actually makes your mod especial, I just want to do some personal adjustments.

I am finding myself in the exact same circumstances.
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Midcom

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3042 on: November 19, 2013, 09:09:38 PM »

Hey Uomoz,

I tried doing that to my file, but it won't let me save saying I don't have permission to do that.  Do I have to do something to get around that?
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sefarison

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3043 on: November 19, 2013, 10:45:01 PM »

The game seems to be hanging when I enter a non-vanilla star system. Askonia seems to be fine. I've tried duplicating this several times and I have noticed it is only certain jump points (Jump Point Alpha usually) and I can sometimes get in when entering from the Fringe jump point. I've installed a clean Starsector and redownloaded all the mods and am still getting the same problem. And yes, I've edited the vmparams.

Here's the last bit of the log before the game crashes; there's no error message, just a Starsector.exe has stopped working or Java(TM) Platform etc

Spoiler
Quote
160491 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 257.92 MB of texture data so far
160491 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png (using cast)
160492 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/BR/ships/newbrdycruiser.png] as texture with id [graphics/BR/ships/newbrdycruiser.png]
160551 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 258.58 MB of texture data so far
160551 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/ships/newbrdycruiser.png (using cast)
160552 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
160603 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 259.25 MB of texture data so far
160603 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
160626 [Thread-6] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.61 for Starsector 0.6a
160758 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_neriadjets_SHIP_SYSTEM not found
160758 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_booster_SHIP_SYSTEM not found
160758 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burstjets_drone_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shrimpsensor_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_damselfly_drone_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swflares_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_drivecharger_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swacs_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_gecko_drone_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_mimirskimmir_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniumdrive_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phaseanchor_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phasemine_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_displacer_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_siegemode_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_jammer_SHIP_SYSTEM not found
160767 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
160790 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 259.25 MB of texture data so far
160791 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
161854 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
168935 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_ElenaHarrington_953801094368402383...
182265 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
302691 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 318
[close]
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Cycerin

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Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« Reply #3044 on: November 20, 2013, 12:16:49 AM »

What I've experienced is that something that seems like a profitable venture can turn into a disaster bcause you don't ever get more supplies right after a fight. I think a small supply drop needs to be put back into the game. For instance, I had a Robberfly and Lasher and managed to capture a Buffalo II after a boarding action at the end of a fight that left my ships well close to 0% CR and with hull damage, and then I simply just lost almost my entire fleet to accidents even after mothballing everything because the homebase was so far away. You need to start every fight with a huge extra buffer of supplies, which causes a big cargo load due to the new commodities containing most of the bounty from killing other ships.

Obviously, mechanics that rub your nose in the dirt after you get a glimpse of hope are quite aggravating.

PS: On my macbook, I can't do the info.plist change because there are no lines with 512 in them to change. Do I have to add them manually to apply the fix?
« Last Edit: November 20, 2013, 12:20:09 AM by Cycerin »
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