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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 1325468 times)

Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #420 on: November 11, 2014, 07:48:29 PM »

How much fuel are they selling? Their stocks should be pretty low if the price is that low.
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Midnight Kitsune

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #421 on: November 11, 2014, 09:33:57 PM »

The Wolf's shield arc was never increased btw
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #422 on: November 11, 2014, 10:04:40 PM »

The Wolf's shield arc was never increased btw

Excel lied to me!
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Regularity

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #423 on: November 12, 2014, 01:56:04 AM »

How much fuel are they selling? Their stocks should be pretty low if the price is that low.

Standard amount. 100 black market, plus a bit on the normal market (I think 5-30 units usually?) All at 11 credits each.
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Oathseeker

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #424 on: November 12, 2014, 02:56:19 AM »

Hey, is it possible that this patch has made the savegames get a lot bigger vary quickly? I can start a new game no problem. But after a few hours of gameplay the savegame will not load. It will take a few minutes of stuttering loading and at about 80% Java crashes.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #425 on: November 12, 2014, 03:11:52 AM »

Are you sure it stays at 11 even if you buy a bunch? (so 100x of them would be 1100 credits)

The big savegames problem is a vanilla issue that SS+ probably exacerbates because it increases the maximum fleet limit (and is usually played with mods; the Templars in particular add a lot of extra fleets during a Crusade event).  I recommend switching to 64-bit Java to play Starsector, so you can allocate more memory.
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Oathseeker

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #426 on: November 12, 2014, 04:08:59 AM »

Yeah I know the savegames eventually become a problem. But it happened so quickly. The whole cruisade thing is a bit too much too handle apperently ^^
I think I already have 64 java. I'll look into allocating more memory. Though that might actually melt my computer (and im barely exaggerating ;)). Otherwise I'll have to turn off some mods unfortunaly.

Edit: Thanks for the quick reply btw, wasn't sure if my computer was just having a fit or if there was a legit reason.
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Sovietpride

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
« Reply #427 on: November 12, 2014, 05:22:03 AM »


The Tri-Tachyon will stoop to using an Onslaught if they have a very unstable port.  It's rare, though.

The endgame fleets, war fleets, etc. are not trivial to set up because they all require custom events to be done properly, or it just feels unprofessional.  I simply don't have the time to make them.  Until then, high-end bounty fleets are quite difficult indeed.

The Templars will have an event that spawns non-Templar war fleets from nearby systems, however.  If you activate that mod once I finish the update, you might be able to fight some big fleets.





Issue is In the current play through I have i chose to basically be a pirate.
And IIRC getting those bounties meant souring relations with the pirates. So no big fleets to fight =(

As for onslaughts and tri-tacyhon, sitting around in the Valhalla system beating up tri-tac fleets for the bonus with hegemony lead to onslaughts being pretty much standard...



On another note, can anyone tell me how to increase stability?
I know certain factors will decrease it (I sold ~100 organs and 500 drugs to the hegemony planet in the corvus system and wow -6 stability...) but i have no idea how to increase it.

 Even buying the whole stockpile of ships from an outpost to see if that boosted export value didnt seem to do anything -.-'

On a sort of linked note, is it intentional that pirate ships tend to be all [D]? Was kind of irritated when i finally got to favourable with them, and all the big stuff to  buy were [D] class cruisers...


Lastly, how often do markets refresh?

sorry for the rambling!
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Linnis

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #428 on: November 12, 2014, 06:54:46 AM »

This independent trader went from gray to red to load supplies from a pirate base, i intercepted him right between as he hit the base and then go in to orbit to do his buissness.

I killed the lone tick, and it dropped 330 supplies with some other junk...
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Cromodus

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #429 on: November 12, 2014, 06:57:55 AM »

Hi, I love the mod! The new ships and weapons add a lot to the game.

However I noticed something. Ships with hornet missiles will fire them while enemy shields are still up and flux is low, it's more a waste than anything. With harpoon missiles the AI would wait for shields to be on the brink of failure or down completly before firing.
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Malone

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #430 on: November 12, 2014, 10:26:35 AM »

game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?
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Oathseeker

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #431 on: November 12, 2014, 11:13:59 AM »

game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?

The only thing I can say is that starsector 2.0.5 is the one with knights templar intigration. But that's probably not the cause of your crash.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #432 on: November 12, 2014, 12:23:24 PM »

This independent trader went from gray to red to load supplies from a pirate base, i intercepted him right between as he hit the base and then go in to orbit to do his buissness.

I killed the lone tick, and it dropped 330 supplies with some other junk...

That's a vanilla problem, actually.

Hi, I love the mod! The new ships and weapons add a lot to the game.

However I noticed something. Ships with hornet missiles will fire them while enemy shields are still up and flux is low, it's more a waste than anything. With harpoon missiles the AI would wait for shields to be on the brink of failure or down completly before firing.

I don't know why that happens.  I'll try futzing with the AI hints.

game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?

I need you to post the crash log at the end of starsector.log
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Cromodus

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #433 on: November 12, 2014, 12:44:56 PM »



Quote from: Cromodus on Today at 06:57:55 AM

Hi, I love the mod! The new ships and weapons add a lot to the game.

However I noticed something. Ships with hornet missiles will fire them while enemy shields are still up and flux is low, it's more a waste than anything. With harpoon missiles the AI would wait for shields to be on the brink of failure or down completly before firing.


I don't know why that happens.  I'll try futzing with the AI hints.


-------------------

I know nothing of modding but: Could it be that the AI is treating the Hornet missiles as Salamanders - Shoot them as long as you can hit the engines? They look and behave the same way, except salamanders are even more agile and usualy hit their mark.
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Uomoz

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« Reply #434 on: November 12, 2014, 01:37:01 PM »

game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?

Are you sure you are using the latest Starsector version?
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