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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1385705 times)

Mr. Nobody

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2520 on: March 21, 2016, 08:30:16 AM »

I later changed that so it only does the auto-advance before you take your first IBB.  IBBs will show up on any member market large enough (iirc size 4), subject to random chance -- the offers shuffle around sometimes.

The Cabal will extort credits, cargo, ships, and weapons that they feel they could make a decent profit from.  It's pretty nasty sometimes, but there is a benefit for following their demands.

NightKev, did that fleet have carriers remaining?  If not, I should write a routine where a 0% fighter wing w/o a carrier in the fleet will explode spontaneously.

Wait, does that means IBB can no longer be "lost forever"?
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Wyvern

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2521 on: March 21, 2016, 10:04:26 AM »

Auto-advance on the IBB missions is obnoxious.  Recent game got to a very slow start - bounties in inconvenient locations, nobody had any good destroyers for sale, etc. - and the IBB missions keep skipping ahead to ones I don't have a realistic shot at completing.

If I'd known it'd stop advancing on taking a mission, I would've just grabbed the first one and let it run out of time.

As it is, well, I expect I'll be taking advantage of console commands to reset the thing now that I've finally gotten something resembling a decent fleet.
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Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2522 on: March 21, 2016, 10:09:45 AM »

I was trying to avoid the problem of people only starting/discovering IBBs late into the game and being forced to sit through a bunch of easy trivial battles to get to the good stuff.

Apparently it ruined everything so I'll just remove it entirely.  It will never skip ahead for anyone ever.
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JohnDoe

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2523 on: March 21, 2016, 10:15:25 AM »

Having the number of non-boss ships scale with your fleet size would be nice, but if there's a technical reason it can't be done I understand.
Also, since the reports on IBB bounties only show what system they're in but not what planet they're at, they become very hard to find in empty systems and in Nexerelin where there could be multiple uninhabited planets very far apart.
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Wyvern

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2524 on: March 21, 2016, 10:42:09 AM »

I was trying to avoid the problem of people only starting/discovering IBBs late into the game and being forced to sit through a bunch of easy trivial battles to get to the good stuff.

Apparently it ruined everything so I'll just remove it entirely.  It will never skip ahead for anyone ever.
Ahh.  Hm.  That is a decent notion, actually.  Maybe use a lower skip-ahead rate and don't retire battles that have been skipped?  That way if you discover it late in the game you'll have a number of more difficult options, but the original easy ones will still be around if you want to go try for those unique hulls?
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Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2525 on: March 21, 2016, 12:26:52 PM »

Having the number of non-boss ships scale with your fleet size would be nice, but if there's a technical reason it can't be done I understand.
Also, since the reports on IBB bounties only show what system they're in but not what planet they're at, they become very hard to find in empty systems and in Nexerelin where there could be multiple uninhabited planets very far apart.

You're given half an in-game year to find it.
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NightKev

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2526 on: March 21, 2016, 05:43:11 PM »

I was trying to avoid the problem of people only starting/discovering IBBs late into the game and being forced to sit through a bunch of easy trivial battles to get to the good stuff.

Apparently it ruined everything so I'll just remove it entirely.  It will never skip ahead for anyone ever.
Hm, maybe you could add a special mission to skip ahead manually?

As for the 0CR fighter fleet, I think there was a carrier, but every ship in their entire (remaining :P) fleet had 0%CR so they couldn't deploy anything even if they wanted to (which apparently they did).
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Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2527 on: March 21, 2016, 07:29:39 PM »

I was trying to avoid the problem of people only starting/discovering IBBs late into the game and being forced to sit through a bunch of easy trivial battles to get to the good stuff.

Apparently it ruined everything so I'll just remove it entirely.  It will never skip ahead for anyone ever.
Hm, maybe you could add a special mission to skip ahead manually?

As for the 0CR fighter fleet, I think there was a carrier, but every ship in their entire (remaining :P) fleet had 0%CR so they couldn't deploy anything even if they wanted to (which apparently they did).

A carrier will eventually regenerate CR, so I don't think that was the problem.
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NightKev

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2528 on: March 21, 2016, 07:57:13 PM »

A carrier will eventually regenerate CR, so I don't think that was the problem.
Well, they never tried to retreat from the battle to regenerate CR, they just kept re-engaging so I had to eventually choose to disengage and lose all the loot.
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Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2529 on: March 21, 2016, 08:23:10 PM »

A carrier will eventually regenerate CR, so I don't think that was the problem.
Well, they never tried to retreat from the battle to regenerate CR, they just kept re-engaging so I had to eventually choose to disengage and lose all the loot.

That's a vanilla bug, then.  Even a fleet set to be aggressive should never try to fight if there's nothing to deploy.
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Baxter

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2530 on: March 23, 2016, 04:34:35 AM »

Is this the place to post about bugs with starsector+ that I've been having? I played a total conversion mod of this game for a long while before trying to leap into the vanilla game (albeit with starsector+, nexerelin, and some faction mods), but I've been having difficulties. I've got all the mods I need and their necessary utilities, I enabled 64 bit java and increased the heap space, but the game crashes whenever I try to start a new game (immediately after selecting the various mod options for the game)

Screenshot of the crash message, and a fresh log. I'm sorry if the problem is some trivial thing that I'm too stupid to figure out, I'm tired and trying to sort out mod conflicts is kind of a nightmare for me.



https://www.dropbox.com/s/3t32n72bp7yyzmm/starsector%20%282%29.log?dl=0
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Sy

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2531 on: March 23, 2016, 06:26:44 AM »

the game crashes whenever I try to start a new game (immediately after selecting the various mod options for the game)
i have no clue about modding/coding, but have you made sure you've got the latest version of all mods as well as the vanilla game with both hotfixes (v0.7.2a-RC3)?
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Tartiflette

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2532 on: March 23, 2016, 07:06:16 AM »

the game crashes whenever I try to start a new game (immediately after selecting the various mod options for the game)
i have no clue about modding/coding, but have you made sure you've got the latest version of all mods as well as the vanilla game with both hotfixes (v0.7.2a-RC3)?
He plays in 0.7.1. I'd say Citadel is th culprit here.
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Alphascrub

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2533 on: March 23, 2016, 05:40:24 PM »

the game crashes whenever I try to start a new game (immediately after selecting the various mod options for the game)
i have no clue about modding/coding, but have you made sure you've got the latest version of all mods as well as the vanilla game with both hotfixes (v0.7.2a-RC3)?
He plays in 0.7.1. I'd say Citadel is th culprit here.

@Baxter
Didn't have the exact error (still involves Citadel tho) but I did come the conclusion that using any mod that isn't 7.2a compatible with SS+, while running SS+ is asking for trouble. Whens mods aren't up to date I really would recommend waiting for their updates from the their mod authors and then waiting for their compatibility patch with SS+ before trying to use them. If this doesnt satisfy you can always play around without SS+ for a bit and learn some new factions for when SS+ is ready. Personally I would just be patient and wait for more updates on the mods that SS+ has comp support with and give Dark a chance (I mean honestly have you guys seen how much modding he does? four mods extremely popular and he don't exactly get paid) to work his magic. As far as running Citadel I probably just wouldn't till its hiatus ends. Great ships but crashing every other fleet battle is a frustration you could be inviting upon yourself if you use it.
« Last Edit: March 23, 2016, 11:20:53 PM by Alphascrub »
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Baxter

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2534 on: March 24, 2016, 12:44:50 AM »

the game crashes whenever I try to start a new game (immediately after selecting the various mod options for the game)
i have no clue about modding/coding, but have you made sure you've got the latest version of all mods as well as the vanilla game with both hotfixes (v0.7.2a-RC3)?
He plays in 0.7.1. I'd say Citadel is th culprit here.

When I first tried that particular combination of mods everything was up to date, I'll try updating everything and giving it another go.
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