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http://fractalsoftworks.com/forum/index.php?topic=431.0 Hey, does the idea of "NATO vs Communists in SPACE" appeal to you? Do you like watching huge ships blow each other up with scores of guns? Then Project Ironclads just got updated* for the latest incarnation of Starsector! *warning: may be imbalanced due to recent shift, and certainly missing features from past versions of the mod because the author has to rewrite everything
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# ? Nov 12, 2014 15:47 |
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# ? May 27, 2024 19:04 |
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Ironclads is pretty good low-tech scifi, and predated the current release in its idea of civilian and military grade hardware.
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# ? Nov 12, 2014 16:34 |
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Have any of the 'build an empire from nothing' mods been ported yet? I'm bored of vanilla and am looking for a mod that allows me to basically build my own faction and conquer all the others, mount and blade style.
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# ? Nov 12, 2014 17:05 |
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In Starsector+, how do I get the pirates to start stocking the highest end pirate-exclusive ships? I've been wrecking everything I can catch except Templars (because gently caress those guys) but the best that shows up is stuff like Barbarians (very rarely). I'm basing out of Umbra in Askonia, since they have a Pirate 'military' vendor (which implies this is where the top end stuff will spawn).
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# ? Nov 13, 2014 19:49 |
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http://fractalsoftworks.com/forum/index.php?topic=8010.0 http://vimeo.com/111677099 SCY, Another highly worth playing faction mod, done by a professional animator, just updated SHAOLIN FUCKFIEND fucked around with this message at 23:23 on Nov 13, 2014 |
# ? Nov 13, 2014 23:19 |
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SHAOLIN FUCKFIEND posted:
Holy poo poo you can shoot the bits off.
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# ? Nov 14, 2014 00:33 |
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OwlFancier posted:Holy poo poo you can shoot the bits off.
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# ? Nov 14, 2014 07:37 |
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Been looking at the Templar faction mod and it's just really, really dumb. They have everything, passive shields, huge mobility from their actives, massive aoe's that poo poo on fighters and huge flux capacities that let them spam all their weapons and never worry. I mean how is that faction even remotely balanced for fun? What are their weaknesses?
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# ? Nov 14, 2014 08:54 |
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I haven't played it, but based on what SHAOLIN FUCKFIEND has said in the past they're not really meant to be balanced but to be something for the player to challenge themselves against.
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# ? Nov 14, 2014 09:15 |
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Gobblecoque posted:I haven't played it, but based on what SHAOLIN FUCKFIEND has said in the past they're not really meant to be balanced but to be something for the player to challenge themselves against. Pretty much. Fight against them, don't play them. Valkyries or whatever they're called fall into the same category. Challenge mode! I remember one mod had some ancient artifact ships that were half the screen and just guns hull and armour. Were super fun to fight against because they were a sort of boss fight. The other faction in it were akin to zerg - tons of unshielded ships covered in biomass with suicide bombers and the like. Both required someone specialized loadouts on your ships to deal with.
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# ? Nov 14, 2014 09:22 |
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Demiurge4 posted:Been looking at the Templar faction mod and it's just really, really dumb. They have everything, passive shields, huge mobility from their actives, massive aoe's that poo poo on fighters and huge flux capacities that let them spam all their weapons and never worry. I mean how is that faction even remotely balanced for fun? What are their weaknesses? All the non-total conversion mods are ludicrously unbalanced. Usually the mod missiles are especially bad, generally being as good or better than vanilla missiles but with 5-10 times the ammo.
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# ? Nov 14, 2014 13:46 |
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Demiurge4 posted:Been looking at the Templar faction mod and it's just really, really dumb. They have everything, passive shields, huge mobility from their actives, massive aoe's that poo poo on fighters and huge flux capacities that let them spam all their weapons and never worry. I mean how is that faction even remotely balanced for fun? What are their weaknesses? That's pretty much the design goal. Super powerful ships that defy vanilla mechanics, specifically designed to deter high-tech kiting and other typical endgame tactics. Templar designed weaknesses are as follows, though: - Contour shields never negate damage, as normal shields do. At best they remove 95% of incoming damage at 0% flux, then it drops linearly with flux level. This means that once a Templar ship has been stripped of armor, it will take chip damage at low flux and potentially die even with full strength lattice shields. Templar ships will end up taking more damage to armor overall than a ship with normal shields. - After a Priwen Burst, shields go offline. The stronger the burst was, the longer the resulting vulnerability period. Outfitting a fleet with emp resistance lessens the likelyhood of your weapons being brought offline by the Priwen, letting you punish. - Templar ships have ludicrous logistical demands. A lone Paladin loses ~9 supplies a day by just existing, even if it hasn't been in combat. This makes it likely that you will always have numerical superiority when fighting the Templars, and always be outnumbered if you are using Templar ships. This doesn't really matter though, because the ships are basically designed to fight against overwhelming odds and win (hence the passive shields/active burst mechanic) - Their ships don't get a 0-flux speed boost Apart from that, yes, they are extremely powerful. They are also really fun to fly and to fight against if you're at a point where you can trivialize fights against vanilla content. DatonKallandor posted:All the non-total conversion mods are ludicrously unbalanced. Right now, vanilla is more unbalanced than faction mods.
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# ? Nov 14, 2014 14:02 |
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Finally got my hands on an Infernus. This thing is insanely fun-- six medium and three large projectile mounts means it can tear up pretty much anything near it very quickly. I ended up going with three storm needlers and six heavy maulers and I can now suddenly poo poo on Templar ships easily Of course all my light weapon slots are a mix of random stuff because good luck trying to get that many of a single weapon as a pirate-aligned player.
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# ? Nov 14, 2014 16:13 |
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DatonKallandor posted:All the non-total conversion mods are ludicrously unbalanced. Usually the mod missiles are especially bad, generally being as good or better than vanilla missiles but with 5-10 times the ammo. The other issue is that most vanilla missiles are designed as situational or secondary weapons rather than something that you could just fire at the enemy until they died. Pilums can apply steady pressure from long range but are easily avoided or simply absorbed by shields if the target is otherwise unoccupied, Harpoons are powerful finishers but do gently caress-all to shields and are easily destroyed by PD, Reapers can land crippling blows on even the heaviest ships but need an exposed target and a good setup run to actually hit, most of them have harshly limited ammunition that necessitated waiting for the right moment to capitalize on them, etc. Then you get mod missiles like the ones we saw in that video that drove unerringly at their targets before plowing through their shields and obliterating them.
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# ? Nov 14, 2014 19:38 |
Well it only took me 4 hours of struggling, tinkering and cursing as I learned everything over again and I've got one ship, one weapon, a new faction that sets initial reputations and a star system with one planet and no market to load and be playable. It begins Big thanks to Shadowyards, as I spent most of that time digging around in its guts to figure poo poo out. Setting up NetBeans is a great help for bug fixing. I may have no more than a basic idea about how java works but I can use common sense and the errors the compiler spits out to track things down and somehow make it work. I'm sure thats just about the complete assbackwards way to code but fuckit.
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# ? Nov 15, 2014 00:37 |
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Arrath posted:Well it only took me 4 hours of struggling, tinkering and cursing as I learned everything over again and I've got one ship, one weapon, a new faction that sets initial reputations and a star system with one planet and no market to load and be playable. It begins Welcome to the assbackwards coding club, Arrath! I'm glad my work was of help, if only as a reference; that's a large part of why I tried to get a 0.65 version out as quickly as I could. It could probably stand to be commented better/at all, though. E: Though a lot of that is the work of others as well. I'm a somewhat lousy coder.
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# ? Nov 15, 2014 03:03 |
MShadowy posted:Welcome to the assbackwards coding club, Arrath! Thanks! It really has been a great help. I tinkered with this back before the campaign (drat it was a while ago) and the changes are interesting to wrap my head around. Importing old csv's doesn't work when columns have been added. Reference is just like wholesale copying with renamed variables, right? Followed by sledgehammering until it compiles. Arrath fucked around with this message at 04:06 on Nov 15, 2014 |
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# ? Nov 15, 2014 04:03 |
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What benefits are there to installing a packet sniffer on one of the comm stations? Does it just give more accurate information about price updates and trade fleet movement? Thinking about slapping one down on the hegemony's comm station in my Tri-Tachyon game.
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# ? Nov 15, 2014 04:04 |
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Arrath posted:Thanks! It really has been a great help. I tinkered with this back before the campaign (drat it was a while ago) and the changes are interesting to wrap my head around. Importing old csv's doesn't work when columns have been added. It's a viable methodology, yeah. Smash code until code stop moving around. Then coding complete. Grunting optional.
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# ? Nov 15, 2014 04:13 |
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SHAOLIN FUCKFIEND posted:Right now, vanilla is more unbalanced than faction mods. Did someone say "dominator with 3 harpoon pods oneshotting every other ship in the game"?? I really don't know how that missle pod buff got in, it makes even venture cruisers instagib machines.
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# ? Nov 15, 2014 04:14 |
Drone_Fragger posted:Did someone say "dominator with 3 harpoon pods oneshotting every other ship in the game"?? Try the Archer in SS+. 3x Medium missiles with Fast Racks. MShadowy posted:It's a viable methodology, yeah. Smash code until code stop moving around. Then coding complete. Grunting optional. Perfect. Suits me just fine.
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# ? Nov 15, 2014 04:18 |
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CRUSHIN CODE
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# ? Nov 15, 2014 04:21 |
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Lipton Iced Soup posted:What benefits are there to installing a packet sniffer on one of the comm stations? Does it just give more accurate information about price updates and trade fleet movement? Thinking about slapping one down on the hegemony's comm station in my Tri-Tachyon game. That's correct. More accurate, sooner, and sometimes you get bulletins that you wouldn't have otherwise. Not every faction-controlled price update or market instability makes it to the public notice board, and having a sniffer can also tell you things like 'imminent food shortage at X.'
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# ? Nov 15, 2014 05:18 |
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Aren't you given the same effect when you reach some high level of positive faction?
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# ? Nov 15, 2014 10:59 |
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Has the developer mentioned what kind of money sinks he's gonna be throwing in? Buying your own space stations, stuff on planets, some form of empire building maybe? It's obviously not gonna be ships if they stay as cheap as they are now.
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# ? Nov 15, 2014 12:56 |
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Been having a problem lately where my game refuses to load savegames because it says they might have been using different mods, even though the mods are exactly the same (same versions etc). Anyone else experienced this before? It looks to me like the game is running out of memory, which seems utterly absurd since I'm running on Win8 64bit with 8 GB RAM. Here's from the log, an example with SS+, Mayorate, Interstellar Imperium and Shadowyards:code:
OctaMurk fucked around with this message at 16:48 on Nov 15, 2014 |
# ? Nov 15, 2014 16:29 |
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Ah, heap space again. While I'm not an expert, the general experience the mod squad has had with Starsector indicates that it does not really do dynamic memory allocation well/at all. Instead it grabs a chunk of memory space on startup, and this might not be enough if you have a lot of mods installed, especially given that the campaign has gotten significantly more advanced, and hence memory demanding. Given that it's not recognizing the mods it's probable that the save might be corrupt--if so, it likely occurred when the game was saving due to memory shortages--but regardless the solution is to increase the amount of RAM Starsector grabs on start up. To increase the heap space allocation, open up the the bat/command/sh file with a text editor (preferably Notepad++ for Windows), and look for a section containing "-Xms1024m -Xmx1024m"--unless you're still using 0.65a and not 0.65.1a, in which case you should probably update. If you don't feel like doing so, it will have "-Xms512m -Xmx1024m" instead, which is and has been woefully inadequate for a while now. Anyway, just increase the heap space the game can grab; "-Xms1024m -Xmx2048m" is probably a decent starting point. Fortunately it seems that we might be getting some improvements to how the game handles saving that should reduce the necessity of this, and incidentally make saving and loading faster. E: Nektu posted:That behaviour comes from the underlying Java runtime - the game can do nothing about it. Gotcha. Was tempted to say "Java" but it occurred to me that I didn't know that with certainty, so I ended up going with the program rather than the language. MShadowy fucked around with this message at 18:07 on Nov 15, 2014 |
# ? Nov 15, 2014 17:48 |
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MShadowy posted:Ah, heap space again. While I'm not an expert, the general experience the mod squad has had with Starsector indicates that it does not really do dynamic memory allocation well/at all. Instead it grabs a chunk of memory space on startup, and this might not be enough if you have a lot of mods installed, especially given that the campaign has gotten significantly more advanced, and hence memory demanding. MShadowy posted:To increase the heap space allocation, open up the the bat/command/sh file with a text editor (preferably Notepad++ for Windows), and look for a section containing "-Xms1024m -Xmx1024m"--unless you're still using 0.65a and not 0.65.1a, in which case you should probably update. If you don't feel like doing so, it will have "-Xms512m -Xmx1024m" instead, which is and has been woefully inadequate for a while now. Anyway, just increase the heap space the game can grab; "-Xms1024m -Xmx2048m" is probably a decent starting point.
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# ? Nov 15, 2014 17:56 |
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Starsector had a tendency to blow up save files as well and this appeared to have impact on how much memory the game needed as well for some reason.
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# ? Nov 15, 2014 18:11 |
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If I buy this, can I install it on my PC in my room, and on my Macbook down in the living room with the same license?
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# ? Nov 15, 2014 19:13 |
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Philthy posted:If I buy this, can I install it on my PC in my room, and on my Macbook down in the living room with the same license? Yep, I've had this on my PC and at 2 different laptops.
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# ? Nov 15, 2014 19:54 |
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Another lovely thing regarding the heapspace: the java runtime environment that is bundeled with the game is a 32 bit version that cannot use more than 2GB of memory. If your game does not start after you increased the -xmx setting, replace the jre folder in the games directory with a 64 bit jre (or just change the bat to use a preinstalled java runtime).
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# ? Nov 15, 2014 21:26 |
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Who in their right mind ships a JRE with their product instead of just telling the customer to get it from the source?
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# ? Nov 15, 2014 21:32 |
I finally figured out how to add a market using that must-be-compiled addMarketplace method that SHI uses. Turns out netbeans* throws the uncompiled java files into the jar along with the bytecode class files and the game was defaulting to using the uncompiled ones from the jar and jaino was throwing a fit. *It is highly likely I'm just using the wrong options to build the project. E: Oh right I took out the *.java exclude while I was trying to troubleshoot the jaino hissyfit. I can't seem to get it to work again, odd. Arrath fucked around with this message at 22:01 on Nov 15, 2014 |
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# ? Nov 15, 2014 21:55 |
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Thanks for the help guys! I'm using the 64-bit JRE with 2048/2048 in the vmparams now and I can load the saves that weren't loading. By the way has anybody here used the Galatia music mod? I tried using it but it instantly crashes the game; I looked into the mod files and log and there really wasn't any thing that looked like it would cause the crash.
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# ? Nov 16, 2014 02:31 |
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On the topic of vmparams, I currently have mine set to 512/5g. Should I make them equal for best performance or is it fine to leave it as is?
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# ? Nov 16, 2014 02:43 |
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NightfallGemini posted:On the topic of vmparams, I currently have mine set to 512/5g. Should I make them equal for best performance or is it fine to leave it as is? dis astranagant posted:Who in their right mind ships a JRE with their product instead of just telling the customer to get it from the source? OctaMurk posted:By the way has anybody here used the Galatia music mod? I tried using it but it instantly crashes the game; I looked into the mod files and log and there really wasn't any thing that looked like it would cause the crash. Nektu fucked around with this message at 08:53 on Nov 16, 2014 |
# ? Nov 16, 2014 08:49 |
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I wonder where/how the new vanilla game determines where ships and weapons pop up. I'm kinda wondering where I'd have to go to have a chance at a conquest/aurora.
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# ? Nov 17, 2014 10:20 |
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Mindblast posted:I wonder where/how the new vanilla game determines where ships and weapons pop up. I'm kinda wondering where I'd have to go to have a chance at a conquest/aurora. Auroras can spawn in the military market on Achaman or whatever the Tri-Tach station in Magec is called. Not sure if they can spawn anywhere else, but I doubt it. No idea on a Conquest. I've never even seen one in the campaign in a fleet.
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# ? Nov 17, 2014 14:28 |
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# ? May 27, 2024 19:04 |
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Ah nice, thanks! It's looks and hardpoints suggest it's a mid liner so you'd suspect it would be Sindrian Diktat would have a few. I'll keep eyeballing them.
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# ? Nov 17, 2014 18:32 |