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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 1325247 times)

harmonica2150

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
« Reply #1350 on: April 03, 2015, 05:25:39 PM »

If you have a graphic card go in the drivers options and force the GPU acceleration for Starsector, that should do it. Sometimes the drivers limit the use of the card to save battery and switch to the motherboard's integrated chip instead.

Okay, just finished a couple battles and no issues after doing what you said. Thanks so much!
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Dark.Revenant

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[0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1351 on: April 03, 2015, 08:28:58 PM »

« Last Edit: April 04, 2015, 09:02:16 PM by Dark.Revenant »
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zoe_zucchini

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1352 on: April 04, 2015, 12:19:00 PM »

Is there an easy way to increase the fleet spawn sizes? "endgame"(really only a few hours in) stuff still feels way too easy, I'd like to fight fleets that are at least a little larger/tougher.
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1353 on: April 04, 2015, 01:27:14 PM »

Are you using the Knights Templar, Exigency Incorporated, or Interstellar Imperium?  All of these mods have endgame battles.  Exigency has the harbinger fleets, the Imperium has the siege fleets, and all of the Templar fleets are endgame material.

Also, if you attack a big market's fleets for a while they will get larger.  Bounties can also get extremely large.
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LostInTheWired

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1354 on: April 08, 2015, 04:09:27 AM »

There's a mod that I'd love to have mixed in as an integrated faction, so I thought I'd just put a hand in it myself and just add it in.  I didn't really see a readme or anything on integrating factions (searched the thread too), so I'm kinda winging it.

Following one of the other integrated factions around, I found 4 files that mention it (outside of any compiled jars).

data/factions/**factionid**.json
data/factions/factions.csv
data/factions/ship_roles.csv
data/factions/weapon_categories.csv

I notice both ship_roles.csv and weapon_categories.csv have a column for each faction.  Is it some sort of weighting for spawns?  There also seems to be some weighting for the ship roles/weapon roles as well.  While I can kind of guess what it might be, I was hoping for a bit more information on what it does, so I can get it set up right.

Under the **factionid**.json, I notice "WeaponTiers" in there.  I can honestly only make some guesses on what it does, and they're not very good ones.

Also, is there anything in the compiled jar that would need to be changed for a new integrated faction?  Don't really want to decompile if at all possible just to get one little faction in.  Thanks!
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1355 on: April 08, 2015, 08:00:57 AM »

All I can say is that integrating a faction is significantly more work than mere csv editing.  The source would need updating, and not a small amount either.
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Schwartz

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1356 on: April 08, 2015, 02:26:30 PM »

The Tier 5 Flux Dynamics skill says that 'Flux Capacitors are 25% more effective', but comparing flux reserves before and after picking the Tier 5 skill, the numbers are the same. Is this a bug, or how does it work?
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Wyvern

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1357 on: April 08, 2015, 02:29:57 PM »

The Tier 5 Flux Dynamics skill says that 'Flux Capacitors are 25% more effective', but comparing flux reserves before and after picking the Tier 5 skill, the numbers are the same. Is this a bug, or how does it work?
This one confused me, too; the trick is that the numbers shown in the refit screen aren't accurate; if you mouseover the upper right to get the full ship description tooltip, you'll see the revised numbers showing up there.

...At least, I assume that the numbers shown there are accurate; you'd need to do some careful testing in the simulator to be sure.
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Wyvern is 100% correct about the math.

Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1358 on: April 08, 2015, 02:36:43 PM »

Tooltips for that skill are weird; it's an engine limitation.
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LostInTheWired

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1359 on: April 09, 2015, 12:14:58 AM »

All I can say is that integrating a faction is significantly more work than mere csv editing.  The source would need updating, and not a small amount either.

Ahh, thanks for the info.  If that's the case, I'll just poke at it over time as I feel up to it.  Should give me something extra to do for a while.
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sleeper_service

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1360 on: April 09, 2015, 11:41:31 AM »

Hey there, I have problems getting this to run, starsector crashes with a Exception: Index: 0, Size: 0 error once it has finished loading. The log ends like this:

Code
48384 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.ô00000(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Any idea how to fix this?
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1361 on: April 09, 2015, 02:48:53 PM »

You are either not using the right version of starsector or some other mod you are using is broken, or your starsector or mod install is corrupted.
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Serenitis

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1362 on: April 09, 2015, 03:07:51 PM »

The thing with the music stopping after a while, is much worse in 2.7.6
The music now stops at every screen transition rather than at some random point hours in the future.

[e]
Going back to the previous version of the musiclib seems to return it to how it was.
« Last Edit: April 09, 2015, 03:14:24 PM by Serenitis »
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1363 on: April 09, 2015, 03:26:03 PM »

Ain't a damn thing I can do about that.  Music is seriously bugged in general.
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MesoTroniK

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« Reply #1364 on: April 09, 2015, 03:42:04 PM »

The problem is specific to only some computers for whatever reason, but it should be resolved in the next update of SS.
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