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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370203 times)

zaimoni

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1650 on: May 09, 2017, 04:31:45 am »

What does disabling sound have to do with it? Thats never been my problem when I run into errors.
It's 300MB of virtual machine (before mods) out of 1.2GB.  If the game runs out of RAM (cf logfile and null pointers) before you can even start the game, that's the fastest control that doesn't involve adjusting the JVM configuration.

I have the same problem and that's how I bypass it.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1651 on: May 09, 2017, 05:32:51 am »

... oh, neat. Finally found where you can adjust the difficulty values (settings.json, a bit down the file). That's... nice. Actually been poking around the last day or so trying to figure out how to do that, 'cause I wanted to play an easy that has normal damage but massively increased sensor values (i.e. +4k instead of +500, as sensor bursting every few minutes if you're trying to find things to do was becoming significantly irritating). Upped the salvage multiplier a little too because why not, eh? Forget what else I poked at, save turning off that goddamn whiteout and sinking the number of procurement missions to something like a fourth the original value, probably upping the number of concurrent bounties, too. Things are nicer, now. Doesn't look like I could reload old saves with the new values, but... I'm okay with that if it means never having to slow down for that bloody active sensor again.

E:... though it does mean everything else can see me from that far out, too. I... I'll take it. I'll take it. It certainly makes systems a lot more... active.
« Last Edit: May 09, 2017, 05:45:54 am by Frumple »
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Hanzoku

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1652 on: May 09, 2017, 07:14:50 am »

Once you have the cargo and fuel capacity, an easy way to turn a profit exploring is to take one of those 100k+ reward 'press the button in this distant system' missions, go out there and do it, then survey the system and every system you can manage on the way back to the sector core.

That's exactly what I've done. I'm sitting at ~8m, after buying and outfitting an Astral, and refitting an Onslaught that the Hegemony 'donated' to me.

@Frumple: Huh, that sounds fun. Though I imagine that Remnant systems strongly resemble "The hive senses prey! SWAAAAAAAAARM!"
« Last Edit: May 09, 2017, 07:18:02 am by Hanzoku »
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1653 on: May 09, 2017, 07:23:28 am »

They do if you give them an obvious sensor burst.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1654 on: May 09, 2017, 07:58:43 am »

Hell, just the starting system is frankly a mess. Normally I don't see larger engagements very often, nor get chased around by smaller stuff particularly regularly. With the sensor change, I've seen no less than three 15+ ship engagements and been chased by at least eight different small fleets, between starting and visiting the non-pirate markets in-system. Encounter rate, so to speak, has just kinda' skyrocketed, and those little fleets will start chasing you from like half way across the system. On one hand, it makes salvaging a bit annoying from time to time. On the other hand, down time is something that doesn't exist quite so much, ehehe. Post battle repairs and CR recovery is actually a persistent issue, even, instead of a rare concern. It's pretty neat so far, and I haven't even reached a jump point yet :V
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Hanzoku

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1655 on: May 09, 2017, 08:42:00 am »

I think you might want to adjust the Go Dark ability, just to have the ability to turtle up and have a chance to hide and recover between battles.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1656 on: May 09, 2017, 09:54:25 am »

Wouldn't know how even if I wanted to, heh, and it wouldn't particularly help, either. Go dark just reduces the amount you add to other folks sensor range, and even a 1k or something reduction (it's probably less, mind) isn't going to do much for you when everyone's sensors have a 4k distance boost :P

Recovery means hiding in/near a larger battle group, basically, or running for a station. Reminds me of earlier versions (pre-emergency/sustain burn), really. If you can't do one of those, well... run as long as you can, hopefully you'll buy enough time to fix yourself up enough to survive the fight, ehehe.
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Hanzoku

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1657 on: May 09, 2017, 10:29:44 am »

Ok, so anyone have tips for fighting fully functional death stars remnant battlestations? I can't even get in close with regular warships. I think my next tactic to try is 120CP of carriers and drown it in fighters.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1658 on: May 09, 2017, 11:34:27 am »

Depends on what tools you have access to, really...

Could probably manage a good bit with advanced optics + one of the 1k range large energy weapons (and if you happen to have a paragon laying around...), ferex. Something to outrange 'em and plink away in peace. Would just need some solid support to keep stuff off you while you burn your way in.

Carriers would definitely give a good showing, though, sure.
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zaimoni

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1659 on: May 09, 2017, 09:59:29 pm »

Hell, just the starting system is frankly a mess. Normally I don't see larger engagements very often, nor get chased around by smaller stuff particularly regularly. With the sensor change, I've seen no less than three 15+ ship engagements and been chased by at least eight different small fleets, between starting and visiting the non-pirate markets in-system. Encounter rate, so to speak, has just kinda' skyrocketed, ....
Yes.  I caved in and now am playing in dev mode until I have a clue about when to run away.  There are very nasty spawns during pirate bounty periods that the starting player will have to run away or die.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1660 on: May 09, 2017, 10:20:20 pm »

Amusingly enough, it turns out corvus is apparently one of the worst systems so far as increased activity goes. Particularly since I'm running mods and one of them sticks another faction in there, but even without, with hegemony, independents, and a pirate base all in the same system it seems to draw in an unusual amount of nastiness when everyone can by and large see everyone else. No more passing in the infinite night, errybody party on pirate planet~

Interesting thing is after the starting system, I think I'm actually feeling the increase in concurrent bounty missions I slipped in there more than most things. Turns out when you quadruple the number of potential bounty missions running at any one time, you run into more bounty fleets when you're out and about. Been running into systems with two or three of the buggers loitering around... often. Whereas with the default settings it's pretty rare. Which makes for extra fun considering they like to chill in remnant systems, ehehe.

---

Anyway, anyone happen to know if there's a setting or something to flip that makes lay-in-course stop aiming for stars (if possible, anyway) when you point it at a system? Go for actual jump points or somethin'. Kinda' irritating to have to do it manually or else suck up a supply and repair hit (small, usually, but still) because autopilot felt like dropping you in the middle of a corona was a good idea.

E: Oh wow. Hung around in a neutron star system long enough to see the pulsar shtick. That's pretty impressive. Couldn't bring myself to actually drive into it to see what happens, heh.
« Last Edit: May 09, 2017, 10:39:53 pm by Frumple »
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Hanzoku

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1661 on: May 09, 2017, 11:27:06 pm »

If you know what's in system, you can lay in a course for that item and the pathing will pick the appropriate gravity well or jump point to get there fastest. For unknown systems, you have to steer towards the jump point yoi want at the last second.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1662 on: May 09, 2017, 11:57:23 pm »

Yeah, lay-in course is either for doing most of the work traveling to unexplored systems, or more effective when given a destination, not just a system.
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Crystalline (SG)
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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.

Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1663 on: May 10, 2017, 12:08:36 am »

Well yes, that's how it works. Is why I was asking if there was a way to fix the behavior :P

Though I guess I'd also take it just... not auto-jumping through solar generated grav wells, now that I think about it. Would prefer it to go the rest of the way and not have to direct it at all, but not cheerfully dumping me face first into a star would still be an improvement.
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1664 on: May 10, 2017, 12:47:08 am »

Amusingly enough, it turns out corvus is apparently one of the worst systems so far as increased activity goes. Particularly since I'm running mods and one of them sticks another faction in there, but even without, with hegemony, independents, and a pirate base all in the same system it seems to draw in an unusual amount of nastiness when everyone can by and large see everyone else. No more passing in the infinite night, errybody party on pirate planet~

Interesting thing is after the starting system, I think I'm actually feeling the increase in concurrent bounty missions I slipped in there more than most things. Turns out when you quadruple the number of potential bounty missions running at any one time, you run into more bounty fleets when you're out and about. Been running into systems with two or three of the buggers loitering around... often. Whereas with the default settings it's pretty rare. Which makes for extra fun considering they like to chill in remnant systems, ehehe.

---

Anyway, anyone happen to know if there's a setting or something to flip that makes lay-in-course stop aiming for stars (if possible, anyway) when you point it at a system? Go for actual jump points or somethin'. Kinda' irritating to have to do it manually or else suck up a supply and repair hit (small, usually, but still) because autopilot felt like dropping you in the middle of a corona was a good idea.

E: Oh wow. Hung around in a neutron star system long enough to see the pulsar shtick. That's pretty impressive. Couldn't bring myself to actually drive into it to see what happens, heh.
One thing that can help a little is holding to move instead of clicking, if you haven't already been doing that.
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