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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1325111 times)

frogbones

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
« Reply #360 on: November 08, 2014, 02:30:00 PM »

Fine job Dark'. Fine job 8)
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Hopelessnoob

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
« Reply #361 on: November 08, 2014, 02:51:42 PM »

Oh hell yes! cannot wait to try this out. Looking forward to the factions being updated and reintegrated.
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Cathair

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
« Reply #362 on: November 08, 2014, 03:22:46 PM »

Also, about the fuel: the markets should have been selling 4x more fuel.  Since it didn't work, I'll try to find an alternative solution, and also bring the scalar from 4x to 3x.

So if the intention was for fuel use and availability to be quadrupled, and fuel prices to be cut to 25%, then the only net change is that fuel tanks would have a quarter of the effective capacity that they used to? Still pretty extreme for my taste. I feel like fuel usage was already in a pretty good place in vanilla, with tankers being useful for larger fleets but not necessary for smaller wolfpacks.
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Sundog

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
« Reply #363 on: November 08, 2014, 03:49:06 PM »

My take on fuel consumption: I think the change is great. In vanilla the only time I run out of fuel is when I forget it exists, which is pretty easy to do considering how little it affects gameplay. Reducing travel distance this way gives tankers purpose and encourages mid-trip refueling, which provides opportunities for interesting and dangerous situations.

Edit: Also, can I ask exactly what starsector+ features will be missing from non intigrated factions? I really want to try out Ice.
ICE doesn't have dynamic lighting maps yet, but other than that I don't know of any missing SS+ features. After a few quick tests it doesn't look like ICE and SS+ have any conflicting scripts, but I can't be sure without being much more thorough.

Sir Goose

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
« Reply #364 on: November 08, 2014, 04:59:02 PM »

So I've found this game breaking graphical glitch that occurs when projectiles or missiles impact a shield. This occurs even when the vanilla enhancement mod is by itself in the mod load order, excluding shaderlib and lazybib.

http://imgur.com/9LE9TSS

Sorry for the link but I can't figure out how to add pictures into my post.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
« Reply #365 on: November 08, 2014, 05:05:26 PM »

Non-integrated factions do not have fleet generation enhancements (veterancy, commander skills, improved fleet composition, etc.), miss out on market injection (adding SS+ weapons and ships, including from other factions, into markets), and aren't included in the random battle or arcade missions.  Off the top of my head.

Anyway, the fuel thing is doomed for failure.  There is no way to make fuel more plentiful, it turns out.  Even a massive increase in supply, desired stockpiles, etc. did absolutely nothing to increase the amount of fuel available at a world to buy.  It's probably because I'm grossly incompetent.

So I've found this game breaking graphical glitch that occurs when projectiles or missiles impact a shield. This occurs even when the vanilla enhancement mod is by itself in the mod load order, excluding shaderlib and lazybib.

http://imgur.com/9LE9TSS

Sorry for the link but I can't figure out how to add pictures into my post.

What video card do you have?  It looks like the you can't handle distortion effects on your machine.  Try setting "enableDistortion" to false in shaderSettings.json.
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MShadowy

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
« Reply #366 on: November 08, 2014, 05:09:38 PM »

It's probably because I'm grossly incompetent the economy is unknown and unknowable, it's mysterious workings producing results we mortals can only barely understand.
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Dark.Revenant

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[0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
« Reply #367 on: November 08, 2014, 05:26:02 PM »

Two main changes: fuel use is halved and Flux Dynamics has been improved.  There is a known and unfixable bug with the Flux Dynamics perks that doesn't show the bonus on the refit screen.  Don't worry; the bonus is applied, but it doesn't show up on the refit screen.  Hover the mouse over the OP meter to see the actual stat card with the bonuses applied.



Version 2.0.1
  • Fuel use reduced to double instead of quadruple
  • Flux Dynamics perks reworked
« Last Edit: November 08, 2014, 06:31:54 PM by Dark.Revenant »
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Ranakastrasz

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
« Reply #368 on: November 08, 2014, 05:45:14 PM »

Could cut Fuel capacity by 4x if you cant solve that problem.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
« Reply #369 on: November 08, 2014, 06:14:12 PM »

Could cut Fuel capacity by 4x if you cant solve that problem.

Not an option.  Either method of doing this has huge problems; either I kill mod support by directly decreasing fuel capacity stats on ships, or I have confusing stat penalties on every ship with a programmed -2/3 fuel capacity modifier, which leaves an ugly red stat penalty display thing on every single ship in the game.
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Sir Goose

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
« Reply #370 on: November 08, 2014, 06:46:07 PM »


So I've found this game breaking graphical glitch that occurs when projectiles or missiles impact a shield. This occurs even when the vanilla enhancement mod is by itself in the mod load order, excluding shaderlib and lazybib.

http://imgur.com/9LE9TSS

Sorry for the link but I can't figure out how to add pictures into my post.

What video card do you have?  It looks like the you can't handle distortion effects on your machine.  Try setting "enableDistortion" to false in shaderSettings.json.

I have a nvidia gtx 550m, it should be sufficient for the game however I'm rather confused as to why it doesn't work.

Edit:
Epic fail, and I mean EPIC fail on my part! I recently did a clean install of windows on my laptop and I didn't install the drivers for my graphics card, so Starsector was just running on integrated graphics. Sorry about that!
« Last Edit: November 08, 2014, 06:58:54 PM by Sir Goose »
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
« Reply #371 on: November 08, 2014, 06:58:43 PM »

You're using the latest ShaderLib, right? Have you updated your drivers?
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OOZ662

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
« Reply #372 on: November 09, 2014, 12:41:48 AM »

It's kinda weird seeing the Hegemony running around with high-tech destroyers and I think I saw cruisers as well. Aren't they supposed to be low-tech with a few midlines?

I saved before getting into an engagement with a small fleet consisting of a Dominator (D) with around 50% hull damage, a Buffalo hauler, and a Brawler frigate. The first engagement both enemy combat vessels deployed, but due to the damn heatseeking EMP missiles and a stupid move by my escort, I reloaded the save. On the second try, only the Brawler was deployed at first. After it was disabled, the Dominator deployed but was completely repaired. Having no chance in hell of killing it in that state this early in the game, I reloaded again to check and confirmed the pre-battle screen claimed it was at ~50% hull.
I'm not sure if this is an issue with the mod or the game, so I'm putting it here first.
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
« Reply #373 on: November 09, 2014, 12:58:50 AM »

The Hegemony prefers lower-tech stuff but they do use high-tech ships if the stability is high enough.

Are you sure you were not mistaking that for CR degradation?  There is no way that it would show damage in the fleet screen but not in battle.
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OOZ662

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
« Reply #374 on: November 09, 2014, 01:08:23 AM »

It actually seems to be deploying fully repaired regardless of whether it deploys as a reinforcement.
EDIT: I can toss up the save file if you want; only SS+ and its requisites are installed.

« Last Edit: November 09, 2014, 01:11:04 AM by OOZ662 »
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.
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