Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Pages: 1 ... 140 141 [142] 143 144 ... 197

Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1385702 times)

Bastion.Systems

  • Captain
  • ****
  • Posts: 439
  • Special Circumstances LCU
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2115 on: December 30, 2015, 11:50:21 AM »

Autopulse is so far above the power level that it's insane, on a Sunder with extended magazines that thing can dish out enough damage to kill anything. After some testing in simulator I put "Destroy them with lasers" on repeat, just absurd how strong it is.
Logged

SpacePoliticianAndaZealot

  • Captain
  • ****
  • Posts: 278
  • The Show Stopper
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2116 on: December 30, 2015, 12:39:25 PM »

Hey, I did the same thing recently!
OT: short, controlled bursts will get you a long way.
And pwazma pew-pew really needs those extra caps and vents. Imo, you can't really make it sing until you've got all 10's in Technology.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2117 on: December 30, 2015, 04:36:37 PM »

Autopulse is so far above the power level that it's insane, on a Sunder with extended magazines that thing can dish out enough damage to kill anything. After some testing in simulator I put "Destroy them with lasers" on repeat, just absurd how strong it is.

*Vanilla!*
Logged

Taverius

  • Captain
  • ****
  • Posts: 471
  • Mistake not ...
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2118 on: December 31, 2015, 03:56:54 AM »

Autopulse is so far above the power level that it's insane, on a Sunder with extended magazines that thing can dish out enough damage to kill anything. After some testing in simulator I put "Destroy them with lasers" on repeat, just absurd how strong it is.
It murderizes destroyers aye together with HEF, but its effectiveness falls off sharply against the beefier cruisers, let alone caps - there's definitely room, and I think a need, for a more direct upscaling of a pulse laser.

Edit: Bluntly put, the weapon I want exists and its called Mjolnir - its just the wrong mount type.
« Last Edit: December 31, 2015, 04:01:23 AM by Taverius »
Logged
No faction is truly established without a themed Buffalo (TAG) variant.

SpacePoliticianAndaZealot

  • Captain
  • ****
  • Posts: 278
  • The Show Stopper
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2119 on: December 31, 2015, 05:44:14 AM »

Interstellar Imperium Sunder variant w/hybrid hardpoints confirmed? :D
Logged

miljan

  • Commander
  • ***
  • Posts: 105
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2120 on: December 31, 2015, 06:46:42 AM »

I can start and run starsector+ with other 9 factions recommended here at the same time (i thought i would not be able on my 7 years old crap top , and even didnt change anything in java setting for more memory). So i have been playing it for one hours, still on beginning, but will there maybe be any problems later in campaign, does the game get more resource intensive later or if i can run it now, there should not be problems in late game (playing it without Nexerelin and with LazyLib effects disabled)?

I must say I am surprised that i could run starsector+ and Nexerelin without problems (and finish the game), so now I am trying to run with all this factions, but without the Nexerelin, but fear that maybe later when i invest more time something will break.

For people that wonder, this is crap top i have:
MSI CR500
4gb ram
geforce 8200mG (this was even  *** back in 2008)
pentium dual core t4500 2.30 GHz
Logged

SpaceRiceBowl

  • Commander
  • ***
  • Posts: 188
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2121 on: December 31, 2015, 09:05:31 AM »

Your ram is decent enough to run it. Though you'll most likely have to disable most of ShaderLib if you want decent fps.
Logged
I really don't know what I'm doing...

Taverius

  • Captain
  • ****
  • Posts: 471
  • Mistake not ...
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2122 on: December 31, 2015, 10:13:39 PM »

Interstellar Imperium Sunder variant w/hybrid hardpoints confirmed? :D
Nah - Autopulse is definitely the best Sunder weapon, the combination of cheap OP cost, low flux, and strong burst goes too well together.

However the Zenith/Apogee/Cronus could definitely do with a mid-range pressure weapon.
Logged
No faction is truly established without a themed Buffalo (TAG) variant.

DragoonKiller

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2123 on: January 01, 2016, 02:23:39 AM »

How long does it take to wait for another IBB bounty? I have waited for a month (in game) since I completed an IBB mission, nothing more came out.
It seems that IBB would go wrong with Save Transfer?
Logged

Reddeh

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2124 on: January 01, 2016, 02:44:32 AM »

This mod seems cool but whenever I try to get it to run it gives me this error.

25164 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(ArrayList.java:635)
   at java.util.ArrayList.get(ArrayList.java:411)
   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.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

Im running it with shaderlib and lazylib as well as most of the recommended mods, but I unchecked all of them to just StarSector+ and both lib mods, and this is whet I get.
Logged

Snrasha

  • Admiral
  • *****
  • Posts: 705
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2125 on: January 01, 2016, 02:52:46 AM »

This bug is a outdated java. This error is very common:
Quote
62988 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - 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.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Look this answer who solve your problem: (Thank DinoZavarski)
Spoiler
Quote
Unfortunately i may be of little help with this. For me upgrading java to 8.1 was what solved the problem.

My only guess is that the way java updater service in Windows worked before (not using Windows so not shure if current versions are same) previous versions were not deleted on upgrade. With this may be possible that actually outdated version is used on his PC.

He may try to download .zip version of JRE and unpack it in SS folder (or copy the installed 8.1 there), then edit the .bat to use it instead of the system Java
[close]
Logged
I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Taverius

  • Captain
  • ****
  • Posts: 471
  • Mistake not ...
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2126 on: January 01, 2016, 05:50:55 AM »

Btw D.R ... I think the beholder not having even a token pd-oriented slot is a bit much, both lore and gameplay-wise. Any chance of you turning the rear small energy around 180 degrees, so there's something to deter salamanders.

Having to stick a whole Wasp wing or frigate just to protect the rear of a destroyer, I don't think the ship is that good, or that any admiralty commission would have given the ok to such a ship :D
Logged
No faction is truly established without a themed Buffalo (TAG) variant.

603bill

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2127 on: January 01, 2016, 06:15:49 AM »

The beholder's drones have a rear-facing burst pd laser.
Logged

KopiG

  • Commander
  • ***
  • Posts: 180
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2128 on: January 01, 2016, 07:15:32 AM »

I got two locomotives to tug my castles and capitals and it works fine in my game too.
Yeah it seems to be working after the buy I changed the location of the locomotive in my fleet. Strange tho I think it wasnt working at first. THo ofc im not sure. I mean I had it in my fleet for sure and it didnt show 8 burn speed but 7. Maybe a tiny glitch which happen like 1/1000 times.
Logged

KopiG

  • Commander
  • ***
  • Posts: 180
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2129 on: January 01, 2016, 07:21:19 AM »

Autopulse is so far above the power level that it's insane, on a Sunder with extended magazines that thing can dish out enough damage to kill anything. After some testing in simulator I put "Destroy them with lasers" on repeat, just absurd how strong it is.
Yeah Autopulse is insane with the High Energy Focus of the Sunder. I would like a large version of the Longinus Laser from the Templars mod tho to make something compete with Autopulse.
Logged
Pages: 1 ... 140 141 [142] 143 144 ... 197