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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 1325271 times)

Venatos

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #840 on: January 26, 2015, 02:26:03 PM »

in that case, the solution would be odly simple: change the 2nd number in vmparams to more than 4gb....
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Velox

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #841 on: January 26, 2015, 10:05:36 PM »

in that case, the solution would be odly simple: change the 2nd number in vmparams to more than 4gb....

I had a similar issue visiting the Neutrino systems (not the generator at Corvus) after a very long absence.  I could view the shipyards and such but trying to switch to the market inventory eventually ended up in a similar non-respond condition.  I tried upping -Xmx to 12GB or so and it still wasn't enough.  No idea what was going on there.
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Tommy

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #842 on: January 26, 2015, 10:17:06 PM »

Just wanted to ask: any idea how far away is 2.5 ? I wanted to start a new campaign. Was wondering if I should wait for the bigger experience gains.
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Midnight Kitsune

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #843 on: January 26, 2015, 10:20:53 PM »

in that case, the solution would be odly simple: change the 2nd number in vmparams to more than 4gb....

I had a similar issue visiting the Neutrino systems (not the generator at Corvus) after a very long absence.  I could view the shipyards and such but trying to switch to the market inventory eventually ended up in a similar non-respond condition.  I tried upping -Xmx to 12GB or so and it still wasn't enough.  No idea what was going on there.

I think that is a problem with Neutrino and not SS+
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Protonus

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #844 on: January 26, 2015, 10:43:28 PM »

All I can say right now whenever I have high memory requirements from this game...

"You can never have too many ships."

That is all.  ;)
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The cookies are a weird one, okay.

Dark.Revenant

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[0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #845 on: January 26, 2015, 11:14:16 PM »

Another big update.  Save compatability has been lost, which isn't much of a problem because most of you are restarting for...

BLACKRO- no, wait...

JUNK PIRATES, P.A.C.K., and ASP SYNDICATE!

Three factions in one, all integrated for your enjoyment.  We also have a couple new ships, since the Dominator was getting lonely:

Punisher-class Light Cruiser [6 Logistics / 13 FP]

It's hammertime.

Originally intended for Pirates Plus, the Punisher is a mobile low-tech ship designed to rely on positioning to levy its firepower on the correct target.  The theme of this design is "hammer", a ship that embodies the design philosophy of getting into position and striking down the target with forward weaponry.  The Punisher makes for an excellent flagship in a mixed fleet.  Sprite by Cycerin.

Vindicator-class Cruiser [8 Logistics / 16 FP]

Vengeance for the fallen Achilles.

The cruiser of promised sniping.  This one has a SPMA-style main cannon that sprays high-explosive scattershot at long range.  It's an alternative to the Dominator that acts as an anvil for the Dominator's hammer; lock down a ship with a Vindicator and hammer it to dust with a Dominator.  Sprite by Psiyon.



Version 2.5
  • Junk Pirates / P.A.C.K. / ASP Syndicate integrated
  • Integration updated for Blackrock Drive Yards and Citadel
  • Added Vindicator-class Cruiser and built-in Gungnir Cannon
  • Added Punisher-class Light Cruiser
  • Added Custom Battle mission
  • XP scale adjusted; high levels (35+) don't scale up as sharply
  • Variant randomizer improved
  • Named bounty quantity now scales to the number of integrated mods you have enabled
  • Starting location now depends on starting choices (ex. pirate start begins in Umbra)
  • Rank names improved overall; more Pirate rank names
  • Several nasty bugs fixed
  • Citadel fighters now actually appear in the world (whoops)
  • Bounty prices improved
  • Markets refresh wares/ships more often
  • The black market refreshes more rapidly than other types of markets
  • Valkyrie transports now increase marine effectiveness when boarding, not just when launching assault teams
  • Alastor CR stats nerfed slightly (10% to 15% CR per deployment, 240 to 180 seconds of peak performance)
  • New Minimized Logistics, Maximized Ordnance, Engine Power Limiter, Advanced AI Core, and Additional Crew Quarters icons
« Last Edit: January 27, 2015, 12:07:17 AM by Dark.Revenant »
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Tommy

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #846 on: January 27, 2015, 04:11:57 AM »

You the man!
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Histidine

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #847 on: January 27, 2015, 04:28:12 AM »

Can't wait to try out the new ships.

BTW: Is it expected that the +relationship starting options actually lower your initial standing with many mod factions (at least Blackrock, Mayorate, Shadowyards and Templars that I noticed)?
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JohnDoe

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #848 on: January 27, 2015, 05:57:49 AM »

  • Named bounty quantity now scales to the number of integrated mods you have enabled
  • Bounty prices improved
  • Markets refresh wares/ships more often
  • The black market refreshes more rapidly than other types of markets

So much yes! Still feel like pirate presence should be more significant though. Currently there are more bounty fleets than there are pirate fleets.
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JohnDoe

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #849 on: January 27, 2015, 08:27:52 AM »

I don't think the salary calculation is correct.
Spoiler
Before salary report:

After salary report:

[close]
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Tartiflette

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #850 on: January 27, 2015, 09:00:17 AM »

That's because the salaries are paid daily I believe, but you get the total paid only each month.
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JohnDoe

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #851 on: January 27, 2015, 09:06:42 AM »

Ahh, that must be it. Thank you.
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lordcronos24

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #852 on: January 27, 2015, 09:11:43 AM »

Hello Guys! I am new to this forum, but not so new to this mod. Must tell u guys i love it! Great job. However i am realy anoyed by the new music. Can u guys tell me how to switch it back to vanila music?
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #853 on: January 27, 2015, 09:43:11 AM »

You should ask the developer of whichever mod is changing the music, since SS+ does not change the music.  I believe it's Blackrock Drive Yards.
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ValkyriaL

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #854 on: January 27, 2015, 10:30:25 AM »

It is BRDY most likely, Exi also changes music i believe.
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