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Messages - zaimoni

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151
Other Games / Re: Rogue Survivor Revived
« on: May 25, 2017, 07:43:56 am »
I plausibly shouldn't have pulled the last previous stable release then (0.9.8): reuploaded.  Unfortunately I had to make most of the simulation options ineffective/gone as having PCs in more than one district is almost completely incompatible with them.

The problem is the police district sweeping AI (see that increase of 30MB in savefile size at turn 0?  99% of that is police threat tracking.).  Note that my test game is 5x5 50x50 districts; I don't know how fast things go downhill as either district count or district size increase, but if you're using a larger map than my test game that's something to consider.

The development machine is taking about 90 seconds to load a turn-zero savegame, which drops down to about 70 seconds by turn 90.  It's only experiencing 5 seconds of delay at turn 0, and barely 2 seconds at turn 90.  The game is expected to slow down at the midnight invasion.

The development machine is a 6 year-old off-brand tower system; I intentionally went with a slow CPU (i5-2320, 3GHz) in order to get 16GB of RAM.  The development machine's paging file is disabled as a speed enhancement.

152
Other Games / Re: Rogue Survivor Revived
« on: May 25, 2017, 12:33:53 am »
Code: [Select]
Current change plans, subject to revision based on discussion:
* Start: slow technical code cleanup that doesn't change file format, to give time for bug reports to land before radical changes land.
* Name generation: both new names, and reclassifying names, is on the table.  We have several instances where the women's spelling sounds the same
as the men's spelling, and is assigned to men.
* Actors.CSV: the stamina column will be revised out.  This particular statistic should be space-time scaled; the current unconditional 60 stamina
for all livings is 30 time ticks of stamina regeneration.  I need this hardcoded so it automatically does the right thing when TURNS_PER_HOUR
(the fundamental space-time scale parameter) is adjusted.
* Actors.CSV: reduce the entries to those exemplars required to construct the others.  It's the simplest way to introduce a policewoman model
(to complete the bluffing being a cop mechanic).
* Remove the Wait command.  It's a death trap, and doesn't play nice with multiple player characters.
* More reasonable survivalist basement stockpiles.
* Police station layout adjustments.

Then we hit the high-risk subproject: taking down the peace walls.
1) Universally existing exits for both ground level and sewers levels; the absence of an exit is equivalent to it being blocked i.e. no more
surprise losing turns when changing districts.  This may happen late enough to not radically alter level generation, but given how many
unexpected side effects I've hit with level generation I wouldn't count on that.  The peace walls aren't gone, but they're porous.
2) Enabling cross-district pathfinding.  This is technically simple (the heavy lift was cross-map pathfinding), but is likely to expose bugs. 
It also triggers massive CivilianAI revisions (e.g., livings now can change districts to get food, rearm, etc.)
3) Optionally, outright take down the peacewalls i.e. enable line of sight/line of fire across the district boundaries.  This may be impossible
to do with a reasonable ETA, and can only be attempted because I'm using proper source code control.  Success triggers another round of CivilianAI
revisions.

After completing #2 and rejecting or completing #3, I can consider thematic adjustments. 

E.g., a new difficulty option may be provided, stating the general politics of the city before the z apocalypse in U.S. terms:
RED CITY,RED STATE (default): No changes; game will be balanced around this.  The law is so far from world standards that those gun shops
are registered, legal businesses and general stores are allowed to stock firearms, etc.  Pre-apocalypse, civilians can be licensed to
conceal-carry firearms (and this is implied by starting with the Firearms skill).

The nearest real-world analogs, outside of the named cities/states in the U.S.: Yemen.  No other nation has Internet-documentable legal
gun shops as of 2013 (when I last checked).

Extra names stereotypical for this difficulty option will be considered for revising in.

BLUE CITY,RED STATE: Changes from RED CITY, RED STATE: Gun shops won't be found near the police station (two district radius:
police station in C2 allows in  A0/A4/E0/E4 in a 5x5 district game, but no others).  General stores can still have ammo, but not
ranged weapons.

RED CITY, BLUE STATE: Changes from RED CITY, RED STATE: Gun shops won't be found near the police station, one district radius:
police station in C2 disallows in B1/C1/D1/B2/C2/D2/B3/C3/D3. General stores can still have ammo, but not ranged weapons. 
Pre-apocalypse, civilians cannot be licensed to conceal-carry firearms; residences will not spawn with pistols, but still can
spawn with rifles or shotguns.  Survivalist caches are not affected.

EUROPE: Changes from RED CITY, RED STATE: Gun stores banned (none in the city).  General stores will not have
either ranged weapons or ammo.  Pre-apocalypse, civilians cannot be licensed to own firearms; residences will not spawn with
either ranged weapons or ammunition.  Survivalist caches are not affected, again.
While the proposed difficulty levels are correlated with Liberty Crime Squad's C through L++ legal spectrum, an exact analogy is not going to happen.

153
Other Games / Re: Rogue Survivor Revived
« on: May 24, 2017, 10:59:07 pm »
Code: [Select]
REVIVED 0.9.9 CHANGES
------------------
* keypress buffer of size one implemented.  Only the last keypress survives.
* new command line option --socrates-daimon.  Enables cheat commands; cf the RS Revived Manual.
* new command line option --PC.  Cf. the RS Revived manual for details.
* Savefile format has been broken
* Vintage games no longer overwrite options that are forced (the forcing is handled elsewhere)
* PC zombies are on the same skill upgrade options as NPCs.
* hours until needing to sleep is correctly reported (will not jump around at sunrise/sunset)
* Waiting now guarantees maximum realistic energy rating on the next turn.
* You may stop running even if too tired to run.

AI overhaul includes but is not limited to
* Followers should have far less difficulty finding their leader now.
* The police are learning what organized force means.
** They now can sweep the districts (cheating eidetic memory, but mostly not using the exact location of unsighted z). 
   This includes limited cross-map pathfinding, but it does account for non-vintage mode sewers being unclearable.
*** CHAR building codes have requirements on the police accessibility of residential basements.  You plausibly have
    three to four game hours to get any survivalist grenades before the police do.
**** There were RNG side effects.  If you use a seed from 0.9.8
***** The overall map layout is the same.
***** All items should be where they were.  Random quantities are expected to be different.
***** A noticeable minority of livings will have different name/gender.
***** The type of z of the day-zero cold start are completely inconsistent.  Positions are consistent.
** If you have an active police radio, the chatter may be informative.
** Threat tracking and newly interesting locations to see have transparent overlays for police.  The minimap also reports on these,
   with inconsistent color coding to the overlays.

154
Other Games / Re: Rogue Survivor Revived
« on: May 19, 2017, 04:53:31 am »
The main forum is the very first link from the landing page for the repository.  Bay12 is much more live than either the main forum, or C/DDA's forum post for Rogue Survivor Revived. (in fact, I feel like an interloper on C/DDA so try not to spam vaporware progress reports there.)

155
Other Games / Re: Rogue Survivor Revived
« on: May 18, 2017, 06:04:24 pm »
Copying from main forum:

Quote
I have started regression testing for 0.9.9.9 on my end.  (It wasn't clear when my work schedule would clear up enough for this.)  I have run out of features and fixes that can be cleanly done without touching either the *.CSV configuration format, or map generation.

156
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« 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.

157
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« 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.

158
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« 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.

159
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« 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.

160
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 04, 2017, 11:49:59 pm »
So past couple of pages have sounded VERY enticing. My only question is (I literally just have no idea) is there enough content to justify 15$???
If you want slow-twitch realtime space combat anchoring a very hard to master economic (midgame) and exploration (mid/endgame) subgames, yes.  We're approaching 6 years after first playable release.

Paraphrasing the master forum:
A number of mods are "pinned" by bugs in the modding API so a .81 is virtually guaranteed.  Note that each major version plays very differently (.8x plays differently than .7x which will play very differently than .9x).  The developers have openly stated consider their release cycle too slow for Steam, and are intentionally avoiding Stream Greenlighting as a PR management issue.

161
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 03, 2017, 02:46:49 am »
Ps, from starting over 20+ times, I noted the tutorial salvaged ships are randomly generated, as far as D-mods go. One playthrough they were TERRIBLE.
I suspected that, but since I was restarting with a single seed I couldn't test that (they are consistent if the displayed seed isn't changed; it is possible to paste-from-clipboard.).

162
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 02, 2017, 12:41:36 am »
....
B. Are you using the default jre folder or 64-bit java 7? If the latter, have you changed vmparams to use more RAM?
Thank you.  That sounds like it should deal with running out of RAM during preloading two-thirds of the time.  (I'm trying this out ... fortunately it's a slow-twitch game so it's workable for cross-training the physical skills I need it to cross-train).

163
Eh...MOO1's genre is space opera, not hard science fiction.

I'm pretty sure natural selection is involved, but (if you buy into the conventional paradigm), that natural selection probably has to do with what worked in the Cambrian (spinal cord lock-in, spinal cord lock-out, skeleton and analogs) and Devonian (breakout to land) eras

164
Other Games / Re: Phoenix Point : In the works X-COMlike from Gollop
« on: April 26, 2017, 02:09:23 pm »
How exactly?

Do you have a comparison deal with some other publisher that shows how bad this is? Because without something to compare it to it can hardly be called anything.
I have an inactive account with IndieGogo.  Options there are a 9.9% cut in exchange for being paid in near real-time, or a ~6% cut for a Kickstarter-like all-or-nothing with ETA 1 month after requested fundraising period end.

The above is strictly comparable to a book contract with say DoubleDay.  Difference is, with mainstream book publishing the value-added proposition is that the mainstream publisher handles most/all of the public relations.  That's not happening here; instead you have the reputation hit of dealing with a vanity publisher like Amazon's CreateSpace.

Thus, Phoenix Point may be presumed to be literally unlistable on Kickstarter, IndieGogo, and related top-tier crowdfunding sites.  (Note that Mr. Gollop does have exotic accounting issues...e.g. when Laser Nemesis Squad went out of business, bootleg servers were 100% ok and promoted using the company forums [and live through at least 2015, with source code still available as of a few weeks ago].  Continuing accepting subscription payments?  Accounting disaster, absolutely cannot do!)

165
Other Games / Re: Phoenix Point : In the works X-COMlike from Gollop
« on: April 26, 2017, 01:29:02 pm »
Fig's revenue share is 50% of sales receipts before 1.36x the Fig Funds is returned; after that, Fig's revenue share is 25% of sales receipts until (i) a total of 3x the Fig Funds is returned or (ii) 3 years after commercial launch of the game, whichever occurs first.
Fig then pays out 85% of these revenues to shareholders of Fig securities related to Phoenix Point.

As stated: openly, to their face, scams the developer.

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