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Messages - Arrath

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1
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 19, 2018, 05:52:36 PM »
Are there any thoughts as to adding the ability to dictate which variant fittings a custom ordered ship will get produced with?

Say I come up with a custom Gryphon loadout and want all that I produce to come with that.

2
Suggestions / Re: A "do not deploy" option in the fleet menu
« on: December 04, 2012, 01:49:47 AM »
There's actually a workaround for that: carry only enough crew to man your main combat ships and leave the rest unmanned. Unmanned ships never deploy. You also get the side benefit of using up less supply. I tend to keep my manning at or just above skeleton/minimum crew requirements. If I carry excess, it only just enough to help cover any losses I may take in a fight, but not enough to crew most ships if I capture any.

Looking forward into the future though, a "Keep Unmanned" option might be useful. (Same effect.)

That is a gamey solution, though. I'd rather see a more 'in universe' way to try to keep ships out of battles. Maybe with ways to force them into battle, like ambushes or something. So if the fight goes south suddenly that tanker you had sitting safely out is in some serious trouble.

3
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: August 10, 2012, 01:01:41 AM »
Just to report: the editor seems to automatically close whenever it tries to open a ship with a CUSTOM engine style.

To add to this, it'll close silently whenever I try to open a ship I've made with the editor even with stock engines. The log has this:

Quote from: ShipDesigner Log
Error: an object is desired, but something else was found: 0x00000000

The cause seems to be the ""styleSpec": null" tag added to engine entries. Deleting all instances of this tag in the .ship file will let the editor open the ship without crashing.

4
Suggestions / Re: Flight deck suggestion
« on: March 12, 2012, 03:42:27 PM »
Why not just have a small ship with a flight deck, but few enough hangar slots that you can't actually dock the nastier fighter wings to it? That would fit within the existing UI and wouldn't overbalance things too much--no idea if the game AI can handle the idea of a carrier you can only use for Talons and maybe Piranhas, though!

I like this idea. Adding a limited stock of repair & refits to flight decks is just more stuff to keep track of in battle. Maybe fighter tier vs carrier tier would be the metric, so a tier 1 carrier could handle Talons and other weaker fighters, then a tier 2 could handle heavier fighters like Broadswords, etc.

5
Modding / Re: Fatal:missing value at 1[character 2 lin 1]
« on: March 11, 2012, 06:06:48 PM »
Try starting over.

Copy an existing projectile file, change the id. Copy an existing weapon file, change the id and projectile it uses. Copy an existing line in weapons.csv and paste it back in, change the id.

Once you verify that that works, start changing the stuff you want to.

6
Suggestions / Re: AI Tweak Against MG
« on: March 10, 2012, 05:40:22 PM »
Maybe a new (set of) weapon hint(s) that would help shape the AI's reaction?

7
Modding / Re: project modfarer update #1
« on: March 10, 2012, 05:38:11 PM »
Um... I'm being a bit stupid here, but what's this? :-\

The Fallout3/NV/Oblivion/Skyrim Nexus of Starfarer mods, I'm guessing.

8
Announcements / Re: Starfarer 0.51a (Released) - Live Patch Notes
« on: March 09, 2012, 11:46:11 AM »
Also the new ship system that strips all the weapons off is pretty painful, do not want.  Limited and stripped of all weapons but retain most of their cost?  I didn't know the docks could be more worthless. 
Well, to be fair, the weapons are usually fairly cheap compared to the ship. So it's okay in that respect.

Though that causes a new problem: Early on in the game, weapons you can buy are few and far between.


Because we all know that what the game needed more was an even slower start...

Just bleh, I need a save editor so I can skip all this nonsense.

The saves are in .xml files, you can edit them with notepad or any other text editor. :P

9
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 08, 2012, 10:36:55 PM »
according to my brother, the mod works with .51a still? Can anybody else confirm that 2.04 works with .51a?

Yeah, it works just fine.

10
Announcements / Re: Starfarer 0.51a (Released) - Live Patch Notes
« on: March 08, 2012, 12:46:37 AM »
Feel free to proclaim that you're dumb all you want, Trylobot, but please don't presume to talk such rubbish on my behalf. I am not a child, I do not need training wheels on my bicycle, I do not need my car to beep at me when the lights are on and the engine isn't running, and I don't need a prompt that requires me to type "delete" to delete a save. Much like the beeping, I actually find it mildly insulting.


11
Suggestions / Re: Store Overcrowed
« on: March 08, 2012, 12:38:45 AM »
How did you get it that perfect? Mine always fits everything in one square.....

Weird, it opens like that without any tweaking, for me.

Here are my settings



I'm probably also using some hellishly old version, I haven't updated it in ages. That shouldn't change anything, though.

12
Suggestions / Re: Store Overcrowed
« on: March 08, 2012, 12:31:59 AM »

13
General Discussion / Re: range indicators fail?
« on: March 08, 2012, 12:30:48 AM »
Along with what other posters have said, the displayed range is also that at which the AI will engage when autofire is enabled.

14
Suggestions / Re: Store Overcrowed
« on: March 07, 2012, 10:54:51 PM »
The best solution? Just make the stack size mod-able.. :)

I'm pretty sure it is.

starfarer-core\data\campaign\resources.csv


15
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 02, 2012, 02:02:40 PM »
Y-wing is a bomber, it shouldn't be in the intercept list. Only A-wing, X-wing, and headhunter should. Maybe it's set as assault? I need to make sure the B-wing does not try to intercept either. Now that you mention it I'm not sure I've ever seen a Y-wing drop bombs, the tie bombers do without problem though. They both have basically the same weapons. Except the Y-wing has an ion cannon turret in addition to bombs, protons, and lasers, the tie bomber has concussion and bombs and lasers.

Yeah I've noticed that myself. Three wings of TIE Bobmers caught me with my pants down and blew Home One right up. Y-Wings just get close and kinda sit there, eating turbolasers.

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