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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370272 times)

zaimoni

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1620 on: May 07, 2017, 10:42:27 pm »

Anyone getting a "Fatal: null" error on startup? Just got the game thanks to this thread and I can't even start it up. Error log:
Yes.  Disable sound first.  It is also possible to adjust things in the vmparams file to allocate more memory (the offending default options are
Code: [Select]
-Xms1024m -Xmx1024m
Per Sun's docs, these two must be the same value to avoid dynamic reallocation mid-game.  I had problems spiking them to the 32-bit maximum of 2048MB; game was noticeably slower and closing out in-game to desktop crashed.

The developer ships the JRE the game is tested against with the game; Java 8 is known to fail regression testing (corrupt savefiles, blue screens of death in pure Java code)  .81 is expected to ship with 64-bit Java.
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zaimoni

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1621 on: May 07, 2017, 10:52:08 pm »

So guys... I seem to be running wildly low on supplies. After the tutorial I simply can't maintain my fleet and due to how expensive supplies are there's just no way in hell I can support the repair costs. I'm all out of money, supplies, and my combat readiness is dropping like a rock. What do I do?
Skills.  Unfortunately this is something you catch early.

To minimize your pain, you want: Fleet logistics 1 (-50% supply use for maintenance), L3 Field Repairs (all three levels help), Recovery Operations 3 (+10% salvage found.  Safety Procedures 3 is not nearly as critical.

You also want to match how many ships you commit to how many you're taking out; merely using a ship involves a spike in supply usage for maintenance afterwards, even if it doesn't do much of anything.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1622 on: May 08, 2017, 12:02:02 am »

What does disabling sound have to do with it? Thats never been my problem when I run into errors.
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Crystalline (SG)
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Fewah

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1623 on: May 08, 2017, 09:28:56 am »

Anyone have any advice for when you just start off?

I feel like im constantly reloading games after about 1hour.

I just make no progress what-so-ever and feel like I struggle early on.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1624 on: May 08, 2017, 10:55:36 am »

Anyone have any advice for when you just start off?

I feel like im constantly reloading games after about 1hour.

I just make no progress what-so-ever and feel like I struggle early on.
That sounds a lot like last version. In .8, just do some trade missions or some of the exploration ones. Should give you a fair amount of money to start with. And don't start with the kite, its rubbish.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Urist McScoopbeard

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1625 on: May 08, 2017, 11:13:26 am »

-snip-

Thanks, I'm on my second successful play through now! First one got corrupted sadly, but this one I took an exploration approach and the game really opened up for me. I found a system with like 6 derelict probes, a derelict exploration ship, and hella debris fields that gave me a number of gamma cores, supplies, and fuel for the trip home. Lit.

I'm focusing on a more carrier-centric doctrine now. I was operating two condors + 2 wolfs and that pretty much could take around 6 frigates or light destroyers. I changed to a similar light carrier from a mod and managed to get an all drone strike force, cutting down on the crew replenishment.

@Fewah,
There seems to be only really be two Meta paths. Option one is exploration, going on long range missions to run sensors on stuff and salvaging all the advanced equipment you can. Option two is bounty hunting, running a fast as fuck fleet and luring valuable targets into the crosshairs of the big boys, or alternatively killing them yourself (and still salvaging the good stuff.) Once you have some money you can change over, or if you have a big enough fleet take a commission I suppose. Surveying planets is dodgy at best, as there's a good chance the supply cost outweighs the data level, once you have the surveying equipment hullmod, this gets a lot better--I generally stick to surveying tiny worlds or moons for the low personnel costs.
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Draignean

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1626 on: May 08, 2017, 11:15:29 am »

Anyone have any advice for when you just start off?

I feel like im constantly reloading games after about 1hour.

I just make no progress what-so-ever and feel like I struggle early on.
That sounds a lot like last version. In .8, just do some trade missions or some of the exploration ones. Should give you a fair amount of money to start with. And don't start with the kite, its rubbish.

Hands off my kite. It's fecking awesome at being a distraction while you tear people apart.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1627 on: May 08, 2017, 11:22:39 am »

The shepard has distraction drones and can double as a cargo carrier, though.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Draignean

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1628 on: May 08, 2017, 11:36:00 am »

The shepard has distraction drones and can double as a cargo carrier, though.

This is very true. It does not, however, make the kite rubbish.

I like my ships fast, and I prefer to buy a dedicated cargo/fuel ship early on rather than use the shepherds.

I'm not going to say the Shepherd is a bad ship, she's a damn good all rounder who will save your life in the early game,  but the Kite is a better ship for striking above your weight class. A kite running interference while you pilot a wolf with an AM blaster can take down destroyers pretty neatly-  even before you get most of your combat skills. A shepherd has the annoying tendency to end up dead when trying to do the same.

I acknowledge it has a lot to do with the way you play, and the shepherd is the better pick if you're new, but the Kite is certainly not 'rubbish'.
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1629 on: May 08, 2017, 11:42:21 am »

My calling it rubbish is from my experience with every kite in the fleet, whether a d-hull or fresh, has gotten blown up in its first fight. They're like mayorate liliths but without LTPCs.

I can appreciate small quick ships, but If they can't take a hit at all they are worth more as rubbish. You certainly can't fight as well in a shepard though.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Taricus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1630 on: May 08, 2017, 11:43:34 am »

You don't use kites as line combatants. They're more distractions than anything else. If they're getting blown up, it means something else more valuable isn't.
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Draignean

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1631 on: May 08, 2017, 11:48:24 am »

My calling it rubbish is from my experience with every kite in the fleet, whether a d-hull or fresh, has gotten blown up in its first fight. They're like mayorate liliths but without LTPCs.

I can appreciate small quick ships, but If they can't take a hit at all they are worth more as rubbish. You certainly can't fight as well in a shepard though.

...Are we talking about the same Kite? I've never lost a kite in combat, so I'm a bit befuddled at this point. The reason I love them as harassers is that they're damn good at their namesake, getting in and out before their shields go hot and keeping big targets from venting flux efficiently.

Again, I think this comes down to play style. Is the mayorate updated to the new version? I miss that mod, along with the IF insanely overpowered Hadron Accelerator from the days of yore.
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

Urist McScoopbeard

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1632 on: May 08, 2017, 11:48:35 am »

Kites have helped me a lot, they are just a little too fragile though. Like... I just replace Kites w/ Wolfs, because they do the same job, but better, and can get out faster.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1633 on: May 08, 2017, 11:50:33 am »

My calling it rubbish is from my experience with every kite in the fleet, whether a d-hull or fresh, has gotten blown up in its first fight. They're like mayorate liliths but without LTPCs.

I can appreciate small quick ships, but If they can't take a hit at all they are worth more as rubbish. You certainly can't fight as well in a shepard though.

...Are we talking about the same Kite? I've never lost a kite in combat, so I'm a bit befuddled at this point. The reason I love them as harassers is that they're damn good at their namesake, getting in and out before their shields go hot and keeping big targets from venting flux efficiently.

Again, I think this comes down to play style. Is the mayorate updated to the new version? I miss that mod, along with the IF insanely overpowered Hadron Accelerator from the days of yore.
No, mayorate is either waiting for .81 or kazi is busy again, I haven't really looked. Been playing around with the now-updated Wanzers in Diable instead.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Urist McScoopbeard

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1634 on: May 08, 2017, 11:57:52 am »

So what are your guys' combat strategies?

Almost always, I'm going up against fleets larger than myself, so I'm obsessed with creating space. Right now, I'm running two carriers, and two Wolfs--and it works almost perfectly. The intense cloud of fighters basically keeps the deadlier ships at bay, while the stunty, fast little buggers see the Wolfs circling their carrier and try to go in to engage--but since there's so much space between my line and the enemy's, it really drags them out of position for an easy kill. Rinse and repeat until either my Wolfs are the best ships on the field or I whittle down their capital or cruiser's support vessels, at which point they're pretty much toast anyways.
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