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Messages - Sidestrafe2462

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1
Do no ships have Ground Support Packages anymore? Just picked up a couple of Valkyries, they serve as little more than expensive crew transports right now.

2
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: February 16, 2021, 05:26:53 PM »
Can anyone give me a couple of hints/pointers to the Penelope's Secret quest? It's been initiated and I'd like to complete it as legitimately as possible, but I'm running Adjusted Sector so I'd much rather not have to comb the whole sector.

3
Mods / Re: [0.9.1a] Commissioned Crews 1.999
« on: February 15, 2021, 09:39:16 PM »
I've run into a FATAL:NULL error, beginning when I swapped out my commission to join a Nexerelin alliance- error occurs when I enter a port.
https://pastebin.com/MEUQ4Ybp


mods:
GraphicsLib
Vayra's Sector
Nexerelin
SkilledUp
SpeedUp
Archean Order (pretty sure this isnt it)
Automatic Orders
Adjusted Sector
Autosave
Better Colonies
Combat Alarm Sounds
Combat Analytics
Combat Chatter
Commissioned Crews
Common Radar
LazyLib
MagicLib
Terraforming and Station Construction
Starship Legends
Console Commands

4
I've run into a FATAL:NULL error, beginning when I swapped out my commission to join an alliance- error occurs when I enter a port.
https://pastebin.com/MEUQ4Ybp
This might have something to do with a Commissioned Crews incompatibility? I dont know. Tried forcing a commission with Console commands, didn't help.

mods:
GraphicsLib
Vayra's Sector
Nexerelin
SkilledUp
SpeedUp
Archean Order (pretty sure this isnt it)
Automatic Orders
Adjusted Sector
Autosave
Better Colonies
Combat Alarm Sounds
Combat Analytics
Combat Chatter
Commissioned Crews
Common Radar
LazyLib
MagicLib
Terraforming and Station Construction
Starship Legends
Console Commands

5
Just read those last few posts

So happy I'm purging the AC now XD

Oh, the music in the main menu changed. Is that AO or some other mod?

6
General Discussion / Re: Beacons
« on: March 11, 2020, 08:23:10 AM »
Pretend it's a nav buoy and that it's warning others of your fearsome colonies

Welcome to *name*! We are a *low* threat system and that's all you'll ever know us for!

7
{deleted}

8
General Discussion / Re: Send raids with your colony fleets
« on: March 09, 2020, 12:52:55 PM »
Get Nexerelin. You have exactly that but more fun because the factions will actually fight back for real. They'll even fight each other.
Get this moved to suggestions?

9
General Discussion / Re: Can I make the Apogee AI more aggressive?
« on: February 21, 2020, 07:31:01 AM »
If you were already using an aggressive officer, sure, try the the reckless one.

10
Whoops, not intended, just forgot. Thanks for bringing it to my attention. :) Fixed for the next update.

Would more troop transports be interesting? Its certainly something I would consider if so- though I want to get the technical merging conflicts out of the way so I don't inadvertently cause crashes for users who are not experienced with the modding ecosystem but also want to mod mix. Crashes first, balance later is the general philosophy right now. Well, I should say that is the current goal other than the brief break to fix the economy for Nex and, while I'm at it (in order to avoid having to do it again), adding the previously requested markets/resources for some of the less currently well-off factions like Sci-Corps and Luddic Church.

Something I wonder about is crappy(?) fighters with ground support packages.

Sci-corp is absolutely dominating my save. Can't argue with TriTach's Paragon but bloody hell I love the Epiphanies, and since I liked their ships so much I decided to hell with it and made an alliance. They were friends with the Archean order but my starting world sort of spawned in with the Archean's so I couldn't keep them in. Perhaps our purple friends might have had to do with that scientific might.

11
General Discussion / Re: Harder than darksoul games
« on: February 17, 2020, 12:31:58 AM »
*koff*

Are you trying to face down pirate fleets with basic trade fleets and then buying far too many ships to support and then clubbing the pirates with the hand of god?

You are supposed to avoid the big bad pirate. What I'm hearing is "this game is too complicated for me but instead of getting good (sorry) ima tell the others that its bad of spite with my own username"


12
Suggestions / Re: Ambush Bickering
« on: February 15, 2020, 11:47:16 PM »
Nope. I simply considered your assumption.

I'm free to tell the possible outcome of your actions as long as they were taken as they are, without any twisting. And thats exactly what I did.

My point wasnt about tactical mobility. Availability of the ambush option is decided prior to the deployment just as with the  flanking.

1. Strategic level. There all the bubbles are. Attacker (limited force of the fast frigates) flies around the defender while  waiting for the opening in the form of transport ships veering close to the bubble's border.

2. Operational level. Everything that happens prior to the battle map. Attacker initiates the battle and desides to choose an ambush option. Reason fot its existance is the possibility that, in terms of travel time, the attacker force might be closer to the transport ship than less agile ships of the defender. And that comes from the fact that in the pursuit, frigates have the flanking position option which requires flying around the whole fleet which can do nothing about it even if it tries its best. Availability of the flanking option is decided before deployment. But in our case, insteed of coming into flanking position against entire defending fleet, attacking frigates are going to cut off the stragglers. Which are obviously closer and what takes less time.

3. Tactical level. Battle map. Here you can give direct orders to your ships.

Makes enough sense. I really doubt that even with a freighter bouncing close to the edge they'd be too exposed however. Fleets large enough for the freighters to be worth targeting tend to be, like you said, over saturated with heavy combat ships. sometimes to the point where the logistics ships are over or under the combat vessels. In any case, it would also be difficult to time these assaults. Since the pattern is random, a target could "come within reach" at any time from any angle. Odds are there but low that the frigates are positioned in a way to exploit this opening.

13
Suggestions / Re: Ambush Bickering
« on: February 15, 2020, 03:45:50 PM »
Hold on. Did you just admit that ambushes are impossible?

You're twisting it by telling me that getting a bunch of ships to move in one piece is too complex and will create vulnerabilities. TBH, what I'm trying to say is that i can give rally orders and my ships follow them just fine, while you're telling me that giving orders will make the ships vulnerable. Drop it, were literally arguing about one person misunderstanding a point which isn't relevant anymore.

I dismissed your point about the frigates because while it is true, tactical mobility doesn't do much for you when the cap ships have open angles to shoot you and there are small/medium turrets on the escorts. They can pick where they wish to attack and move as they like, except within gun range of the escorts. That little bubble tends to coincide with the logistics ships.

14
Suggestions / Re: Ambush Bickering
« on: February 15, 2020, 12:15:29 PM »
You just suggested to put both transports and battleships in the big blob.

Simpler. Doesnt mean better. There are escort buttons. Select every ship except one, tell them to escort a single ship. Tell that ship to run like hell.

Obviuosly, ambush will succeed against that.

And what am I twisting?

The part where i didn't suggest anything. The part where I said that this was the reason why ambush wouldn't work.

I will take the time to make a suggestion though. In a regular battle, reinforcements could be deployed from reinforcements from any direction on a timer. Since entering battle means the fleets have matched velocity, it would make sense for ships to move around the relatively static battlespace and hit from other angles. This would allow the player to set up hammer/anvil assaults with strike frigates and make battles and reinforcements feel more dynamic. Of course, frigates would be on a much shorter timer. Suggestions?

Telling every ship to escort one ship pretty much turns the formation into a big defensive ball, and since escort pretty much means cover the flanks and interdict anything going behind the escortee, telling a bunch of randoms to cover one ship means that
A. There's a lot of guns sitting in one area
and B. There's no flanking it.

You neglected to explain how ambushing the death ball would be easy.

I will also note that you seem to have given up on talking about ambush as attacking lonely logistics ships. This means I have succeeded in making you see reason, unless we revert back to that state whatever discussion this thread continues to produce will most likely be on the effectiveness of defending ships in pursuit mode.

15
Suggestions / Re: Ambush Bickering
« on: February 15, 2020, 09:34:45 AM »
It was your idea of the better way to handle things. It has little to do with the possibility of an ambush because it is decided before even getting onto the battle map. However your suggestion nicely illustrates why it is impractical to keep battleships and transports herded up together. In an attempt to get away from the smaller threat you made things much more vulnerable to the major one. Without resolving minor issues (frigates can still attack transports and destroy them using them as a cover and yes AI is smart enought to do exactly this).

This was my statement of how ambushes wouldn't work and why.

The issue is- why the hell would they stay interspersed when fighting a larger force? that force cannot flank. they can sally ahead.

This tactic defends perfectly against small scale assaults, ie an ambush- You ambush would fail against this kind of formation. Weakness against a larger force isn't relevant, as this is an ambush of smaller units.

There is a reason why we don't have the warships in a big blob- to provide good fields of fire, in and around the ships they are protecting. In any case missiles don't care, they can just fly over friendly units and a fleet's worth of SRMs will kill ambushes.

Stop twisting what i'm saying. It's rude and it doesn't show respect for the statement.

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