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Post by Cory Trese on Aug 9, 2011 9:42:17 GMT -5
"due to some corruption in my game database which is causing some other oddities"
game database corruption will cause immediate, permanent, force closes.
The game checks for corruption every time it shows a screen. Any failure to validate will immediately cause the game to close / shut down and stop running until re-installed.
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Post by phantum on Aug 11, 2011 6:12:41 GMT -5
Sorry I re-read your reply in startradersrpg.proboards.com/index.cgi?board=rules&action=display&thread=849and you I meant corrupt settings, you suggested were causing my notification windows to say strange things like incorrect ship names, -1 upgrades and stuff. Anyhow, since I get the same thing in new pilots I create now in the elite version, if I reinstall the game, will it wipe awards and saved captains? "due to some corruption in my game database which is causing some other oddities" game database corruption will cause immediate, permanent, force closes. The game checks for corruption every time it shows a screen. Any failure to validate will immediately cause the game to close / shut down and stop running until re-installed.
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Post by Cory Trese on Aug 11, 2011 13:29:55 GMT -5
Sorry I re-read your reply in startradersrpg.proboards.com/index.cgi?board=rules&action=display&thread=849and you I meant corrupt settings, you suggested were causing my notification windows to say strange things like incorrect ship names, -1 upgrades and stuff. Anyhow, since I get the same thing in new pilots I create now in the elite version, if I reinstall the game, will it wipe awards and saved captains? "due to some corruption in my game database which is causing some other oddities" game database corruption will cause immediate, permanent, force closes. The game checks for corruption every time it shows a screen. Any failure to validate will immediately cause the game to close / shut down and stop running until re-installed. Sorry, no -- let me try to clarify: #1. In the post you like I was saying that I doubt there is any corruption at all, because it is handled by the Android OS. #2. There are no known / identified bugs that are fixed by a "reinstall" of the game. #3. You say "the same thing" but I do not know what you are referring to.
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koles
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Post by koles on Aug 11, 2011 15:20:03 GMT -5
one thing I would point out is that the level of the enemy ships is directly related to your level. So saying "playing pure merchant with Merchant class after 100 years also put you far far away behind encountered ships" is not accurate in Star Traders RPG. yes and no. merchant put exp to pilot and negotiation. so on lvl 10 they have (lets say) lvl 5 pilot and lvl 5 negotiation at this time even on fast/quick ship they are easily lost this fast ship (or dies if they dont have escape shuttle) when fighting agains lvl 18-20 enemies (crazy-insane) this is that disproportion, i lose 3 merchants before getting 15 lvl playing this suggested by you in merchant classes description way after that i tried to invest skill points not in negotioation but in stealth - "bingo". but like i said - this should be smuggler way not merchant Explorers ----------- While I am a bad example, it is very possible to reach Level 50 on Exploration, Harvesting and Trading -- without blockading. People who say "Explorer Taps Out" are probably ignoring Harvesting as an option. Man! Why do you write this now, not in ST manual? Need to check it!!!
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Post by Cory Trese on Aug 11, 2011 15:35:57 GMT -5
Koles,
Thanks for the response. That IS in the manual! =)
It suggests several times that Harvest not be overlooked.
- - - -
I really hope that you read my response and consider that like Harvest vs. Explorer the discussion about skill point allocation is one of trade-offs and compromise.
The player elects to deal with encounters via Surrender or Conflict. It is not the game that forces a disproportional number of points to be spent on Stealth -- it is the choices that the player makes.
The key question that an Crazy/Insane/Impossible level player must ask is -- Do I risk this Combat?
By accepting as a forgone conclusion that fighting when the dice generate a Level 18 Captain as Level 10 Character you are limiting your options, and in fact, unbalancing the game by your own choices and perceptions.
If you accept that the challenges of Crazy/Insane/Impossible can NOT be solved with the same thinking as the easier difficulty levels it will be easier for you to see how the higher difficulty levels can be mastered.
By building a Merchant around Negotiation, Intimidation and Pilot you will overcome the challenges associated with low Stealth using Negotiation to overcome price pressures and rebound from confiscated cargo and Surrendering to Pirates.
When you are playing Star Traders on Impossible you must occasionally "sacrifice a pawn" or dump a load of Cargo.
On the lower difficulty levels it is certainly possible to fight your way out of every situation. As you raise the difficulty level, that becomes harder. If you play on Crazy/Insane/Impossible you will NEED the Stealth skill to solve every problem with Combat.
However, that very assumption means that you are not really playing a Merchant.
Considering how few posts are made to the forum about the strategy of surrendering this is a fairly common mindset. For some reason many players who prefer to converse with us via e-mail instead of the forum are more apt to request information about surrendering strategies.
This approach to higher level difficulties is much easier now that we have a "Status" button in the combat preamble. Previously it often required remembering your reputation (which is really only 1 or 2 numbers, but, it did require memory games.)
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Post by slayernz on Aug 11, 2011 17:44:24 GMT -5
Hey Koles,
As a merchant, the first thing you have to do is be able to fly well. So you start with 6 pilot (a good start). You then have to trade well (hence the 6 negotiation). What is overlooked is the fact that you want to avoid confrontation and if you get hostile actions, you want to avoid being shot at because damage eats into your trade profits. This is why you must bring your stealth skill up very early on.
By level 10, your pilot and stealth skills should be significantly higher than 5, even if you are trying to allocate points to negotiation and other aspects. I know that you want to focus on being a merchant and not have a generic strategy for all captains (ie, focus on skills a and b, do x number of contracts, trade, do x number more contracts, etc). You're right, each type of captain has strengths and it makes sense to focus on ways to take advantage of those bonuses.
You start with Pilot + Negotiate = 6.
The first 5 points I would allocate (with the first 15 points of XP gained).
I'd then try and allocate the following proportion of XP to: Pilot = 30% Stealth = 30% Negotiation = 20% (until it sits around 20, then I'd drop it down to about 10%) Tactics = 15% (until it sits around 20, then I'd drop it to about 5%) The stray point or so I get that isn't allocated to Pilot, Stealth, Negotiation or Tactics will usually go to Intimidate.
Of course you'll need to beef up the base stats (strength, wisdom, quickness, etc) to keep your skills growing.
Once you have Stealth and Pilot growing, you'll find that the encounters you do have will be less painful on your ship (and therefore your repair costs will be low).
Also, remember the useful rule of thumb for getting the best out of your ship is that your Pilot + Intimidate skill should be higher than your ship hull. Ideally, your Pilot skill alone should be higher but if possible, Pilot + intimidate is good enough.
Does this mean that even the venerable Vae Victus is too much for you? In the beginning yeah - you're a lousy pilot and your fuel efficiency is like that of the space shuttle. It's almost like you empty an olympic sized swimming pool worth of fuel every second when you first start out.
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koles
CKF Backers
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Post by koles on Aug 12, 2011 4:51:39 GMT -5
Thanks for advice how to play to survive guys, but i already know that Look, i dont ask how to play merchant in ST. I just want that my merchant in ST could be a real merchant I want my merchant could fly on big and slow ship with all +cargo upgrades. Not fast/quick with +stealth upgrades My merchants dont fight. They know they lose. They are rich and they can sacriface cargo. But aliens dont want they cargo. Aliens are well known threat and rich merchant should have possibility to escape/fight with them. And all the time im talking about that Maybe next week ill try to write my few ideas for better balance this class
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Post by phantum on Aug 12, 2011 7:22:55 GMT -5
@cory,
I will post a reply in the original thread, as I was under the assumption from your posts that the problems were due to something going wrong in my installed version rather than game bugs. I had mentioned it here because I thought that the total ease I had with blockading, and difference in fuel use were due to something wrong in my configuration or game data. Now it seems the blockade and everything is working as intended which is fine. But the problems I emailed to you and the incorrect messages I will address in the original thread since there is already a lot of tangents in this thread.
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Post by Cory Trese on Aug 25, 2011 3:07:51 GMT -5
It is just difficult to keep up with all the different reports, report versions and various option settings, etc.
I can only really fix things I can reproduce, so without actionable reports I always verify that it does work on all my phones with all the options. If I can make it work on everything with every setting then I just close it out.
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