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Messages - DrPhat

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1
Bug Reports & Support / Re: Procurements and local storage question.
« on: February 17, 2020, 01:58:30 PM »
I'm relieved beyond words! Not for the chance to make some easy credits but that I'm not going crazy! I had commodities stored on Umbra for entire cycles and never got a procurement for them. Then when I removed them from the storage I would get a procurement soon after.

I'm absolutely floored by your dedication, thanks again!

2
Bug Reports & Support / Re: Procurements and local storage question.
« on: February 17, 2020, 01:50:00 PM »
Thanks Alex your truely an amazing person, you and your team have impressed me beyond measure with your product!

I feel like logically since the commodity in question is sequestered away in my owned storage that it shouldn't be considered in the station or planets need or desire for that commodity.

Having done the footwork of getting the credits buying and flying the commodity to its destination. I look forward to the reward of my planning.

That being said the easy workaround is to just store the commodities on my person or on a nearby planet or station.

Although this feels like it misses the core of the issue which seems to be the code recognizing all commodities on a planet or station regardless If it's in storage or circulation.

3
General Discussion / Re: Harder than darksoul games
« on: February 17, 2020, 01:36:53 PM »
The hardest part of getting a strong foothold in Starsector is the combat. If you are particularly skilled or knowledgeable about the ships it is possible to start the game in Iron mode on normal difficulty and get an endgame fleet by only doing bounty missions.

The easy way of getting credits is to avoid combat, many people suggest the tried and true method of getting some early game Shepherds and doing analasys missions of planets and derelicts.

You can also do bar missions running commodities between the core worlds. Doing this you can place com sniffers in systems to look for procurements of illegal commodities which often sell for more. If you have these commodities in your hold before you accept the procurements you can deliver them in time. Recreational drugs and harvested organs sell very well to pirate procurements. A little stealth may be required here.

You can also have a hybrid fleet where you hunt merchant caravan fleets to prevent them from completing their trades. This leads to a shortage at the destination planet where you can swoop in and get much higher profits for the needed commodities.

There are lots of very profitable ways of getting credits in this game. Think outside of the box and Starsector suddenly becomes very fun and very easy.

4
Bug Reports & Support / Procurements and local storage question.
« on: February 17, 2020, 01:57:26 AM »
I may be loosing my mind here but it seems like if I store harvested organs or recreation drugs on the planet Umbra I no longer receive any procurements for either to that planet.

Are commodities that are stored on a planet or station(in a rented storage) counted towards the procurement algorithm in some way?

5
General Discussion / Re: Trade and access question
« on: December 02, 2019, 02:14:38 AM »
so am trading with everyone regardless of access?

Yes, if you have an industry with a production value of, say for an example of 5, you will supply ALL planets and stations with a demand of that commodity of 5 or lower. So you will get a bonus to your income for every planet/station serviced.

If in this case it is one of you own colonies you will receive a reduction in the upkeep cost to keep that industry running. In turn increasing your total profits.

Accessibility only works in a way to change the amount of profit you get, It in no way prevents you from being traded with. A planet with Ultra rich resources at the very edge of the sector with low accessibility becomes viable in this case. This is because you can supply most markets while still having a relatively small market share which lowers the chance you get from being targeted by other factions for expeditions. (Higher accessibility=higher market share which comes with its own pros and cons.)

6
General Discussion / Re: Gryphon builds
« on: December 02, 2019, 01:35:25 AM »
This ship by itself or in smaller fleets is not really a good fit because you can get a lot of value out of the 20 DP elsewhere as others have highlighted.

To me this ship shines as a carrier escort with a harpoon/hurricane finisher build. With 20 or so flight decks and about 3 Gryphons you start to break the game.

The important part here is the fighters give cover to the missiles and visa-versa. You end up losing a lot less of each. You can do a heavy sabot build on the Gyphon but sabots and anti shield can be achieved on other support ships. The missile forge with ECCM/Extended missile racks makes this thing a MONSTER for killing other ships.

The main caveat being that you need other ships to do shield damage and overload enemies first, do this and the Gryphon becomes a necessary part of your fleet.

3 Harpoon MRM, 2 Harpoon MRM pods, 1 Hurricane MIRV launcher, and 1 heavy needler to build hard flux and keep the ship within harpoon range.

Spoiler
[close]

7
General Discussion / Re: Okay, what's the deal with them remnant ships!
« on: December 02, 2019, 01:13:43 AM »
I'll try the Drover out then, thanks! I saw a vid somewhere of a guy taking down 3 remnant Ordo fleets with nothing but 1 mora and a load of drovers, all loaded with spark interceptors.

What's so special about Drover, though? Never used it.

High speed, good OP/flux stats (for a carrier), good platform to spam Salamanders (4 small missile slots).
But most importantly the ship system, which makes it's 2 bays close to effectively 3 AND makes it almost impossible to drain Drover's replenishment rate (at least way harder than with any other carrier).

This was one of the videos I made recently. The drover is quite powerful because as TaLaR said, the ships built in ability to replenish ships without costing anything to the carriers replenishment rate. In the video I only used 200 deployment points worth of ships, you can have 25 drovers(300 max DP) instead of the 15 and a Mora I used.

The Sparks are advisable because you will not need to replenish the crew after battles as well as the high damage per shot. This helps a lot to defeat the armor calculations this game uses.

If you cannot get sparks, broadswords(main armor dps) with Talons(great anti shield) work well along with some Thunders(EMP) to disable enemy systems. Drover should be relatively easy to acquire at multiple factions including black markets.

If you are trying for a cheap carrier only fleet you can get away with Condor with Broadswords and Talons, though you may take significant losses even against a single Odor fleet.

8
General Discussion / Re: AMD Optimized
« on: December 02, 2019, 12:59:24 AM »
The main issue is lack of hyper-threading support with this game.

In essence, the less cores you have in your CPU the better performance you should have.

AMD have taken the approach of more CPUS=BETTER, but that only really works for workstations or applications with multi threading.

Everything you do to try to get around this will kneecap you. Basically you need fewer more powerful cores. Even having an overpowered GPU will only help you as much as your single core can handle.

9
General Discussion / Re: Trade and access question
« on: December 02, 2019, 12:55:15 AM »
The trade system in this game in un-intuitive. Accessibility has more effect on only two aspects.

Number one it is a multiplier for how much profit you can get on exports.
Number two, the harder it is to access the less market share you get. In turn if you have a high percentage in market share for a single commodity you will see more expeditions from other factions.

A planet that has a production value for ANY commodity say of 5 can supply ANY planet or station of 5 or lower. This is the un-intuitive part. So if you have a size 10 production of any commodity you can supply any planet anywhere.

The actual trade fleets your planets send out do not need to reach their destinations in order to get the profit received monthly. You can still intercept trade caravans from one fraction to another to take advantage of trade prices at the destination. This does not apply to Player owned stations or planets.


10
General Discussion / Re: Hegemony Kite(A)
« on: November 22, 2019, 12:38:23 PM »
In my experience with harpoons they reliable fire off when an enemy is overloaded. I'd suggest annihilators or salamanders or may e even dropping the missiles for better flux stats or hull mods on these fast little guys. Unless you can get some reliable setup that overloads enemies.

11
General Discussion / Re: Revisiting older ships
« on: November 19, 2019, 02:01:42 PM »
Just think for a sec 7 Onslaughts can be used at battle size 500, or 12 Altas mk2. With 12 leftover deployment points. The Atlas mk2 is fairly balanced with it's very cheap deployment cost. Just having the ECM skills and no ECM packages gets you 48 ECM rating. With accelerated ammo feeders range advantage and more platforms to spread flux it can be a very close fight between properly fit Atlas Mk2 and other capitals.

I feel like the Condor gets a bad rap and it is easy to overlook the medium missile mount. While the Drover is clearly better it is also heavier in deployment points. 5 Drovers equals 6 Condors. Also it is 50% cheaper to field a Condor over a Drover. (CR per deployment cost) Improving the condor in any way would justify raising its cost to deploy either by DP or CR. It is fairly balanced to the other light carrier.

I agree the Enforcer and Dominator could use a buff. Maybe better flux stats or increased armor. To use those ships right they need fast snipers which can keep up and keep the pressure on. They seem to die too easily in my opinion. At least for the way they are designed.

12
Dope!

13
Made a note to take a look at this! It shouldn't mess you up, though, your actual colony should be fine since it doesn't actually depend on the fleets getting through - though it *would* suffer if the same fleets were, say, destroyed by pirates.

Ideally jump points should not spawn inside a corona type area, that shouldn't cause too much of a headache to introduce. Not everything can be ideal though...

14
General Discussion / Re: Fleet size disenagge limit
« on: November 08, 2019, 01:50:52 AM »
You can change it in \Starsector\starsector-core\data\config\settings.json

Code
	# the smaller of these two values is used
"maxDisengageSize":150, # maximum number of supplies-to-recover cost before a fleet can't participate in a disengage-style battle
"maxDisengageFraction":0.4, # maximum number of supplies-to-recover before a fleet can't disengage, as fraction of current battlesize.

Can anyone explain the math on this for me, I'm having a difficulty understanding... Specifically the 0.4 fraction. Is it a fraction of your fleet? Enemy fleet? Both fleets?

15
Discussions / Re: Someone to help me
« on: November 08, 2019, 01:07:14 AM »
Real fishy... Reported for spam and farming for money.

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