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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - vorpal+5

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1
Thank you for the detailed answer. I had not considered the difficulties in interfacing with all the components of the game; I thought it was easily moddable for an external developer.
Destroying stations: It feels odd that some pirate stations (or any other) are constantly under repair because they are trashed by in-system hostile patrols or fleets, and then brought back online rapidly (although you can still dock and do your usual business even if damaged). It seems very pointless, but then it is on par with patrols generated from nothing at rapid intervals. I probably need to accept that SS is not a 4X game and will never be!
I should try returning to Aurora, if I can muster some neurons, and if not, I can try Distant World 2, once it is more polished, if that even happens.  ;D

2
Are there any significant plans for the mod, or is it primarily in maintenance mode? I'm asking because it seems there are major features running which still do not make the factions in the game behave as in a 4X game. I'm not referring to the player-centric view and the player fleet being the only possible point of focus; I'm fine with that, and Starsector should remain Starsector in that regard. I'm talking about the fact that most of the fleets generated by the AIs are very loosely tied to actual assets. I would expect at some point that (just as a crude example that would need to be refined) planets, depending on their infrastructure, would generate ships or ship parts, assembled into fleets and either stored on the planet or put in orbit for missions or patrols. However, we know this is not the case in the game; 99% of the ships are generated from thin air (or void). Another example is the indestructibility of stations. Under some very specific circumstances, choices, or hard constraints, it should be possible to destroy a station (the AI would do that too).
So Nexerelin makes SS a 4X in the sense planets can be conquered, but the whole economy and military production is still very much like in a RPG (or Rimworld, Story-generator). Stuff is generated when needed, to make a good story, and that's it.

3
Mods / Re: [0.97a] More Military Missions (v0.4.1)
« on: February 15, 2024, 07:12:34 AM »
Thanks!

4
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 13, 2024, 09:48:35 PM »
I'm not sure what is the point of linking to my current locations all the notes I add?


5
Mods / Re: [0.97a] More Military Missions (v0.4.1)
« on: February 13, 2024, 09:47:24 PM »
How can we alter the relative odds of each mission? Defend the Starbase happens far too often, and escort convoys is much too rare (to my tastes obv!)

6
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 13, 2024, 12:22:02 AM »
The rewrite where you can basically edit a note is one of the best feature of this mod!

7
General Discussion / Re: What's going on here (AI combat tactics)
« on: February 11, 2024, 12:36:08 AM »
I thought that Engage (is it not in the tooltip?) was as in "Engage with purpose and force" and not too soft. i.e. the step before eliminate.

You are right on some suppositions though. Although these remnants are not too dangerous, they have good range on beam and move fast, but the Marauder you see on the right can handle 1 without issue and almost 2. There is also another Remnant not displayed, up north, so perhaps it explains the shyness.

I did not even think to use Escort on my ship, so they came to my rescue, given how Escort behave, and the general (poor) appreciation of the order from many players. A pity.

8
General Discussion / What's going on here (AI combat tactics)
« on: February 10, 2024, 11:11:23 PM »
I don't understand how the combat AI is supposed to work. I'm in a difficult spot with my Scythe here; for the third time in a row, I'm left alone in this combat, fending for myself, while my AI-piloted ships are basically doing nothing, keeping their distance. Their vectors indicate either nothing or maintaining distance from the enemy remnant ship. They are both piloted by aggressive commanders, and I manually asked them to engage the Remnant ship, yet they don't lend a hand and do nothing. Something is wrong. I guess that switching them to "Eliminate" will do the trick, but there is room for improvement here, unless there is a basic aspect I'm missing.

More generally, it feels like AIs don't factor in helping other ships in difficult spots.


9
Mods / Re: [0.97a] Random Assortment of Things
« on: February 09, 2024, 10:26:46 PM »
Hi,

After reading the changelog ... Is this save compatible with a current run?

Also, a remark. The 350k to establish a settlement, even outside a claimed system is a bit steep for what is supposed to be easy to set up. The total cost of commodities for a colony is 85k to compare with.
Admittedly, this is also because I play on high difficulty (ruthless sector, starapocalypse, space debt etc.) but still ... can you do something on that? Thanks, your mod is awesome in any case

10
Mods / Re: [0.97a] More Military Missions (v0.4.1)
« on: February 09, 2024, 10:20:20 PM »
Would this fatal error not caused by one of your mission?

3340214 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError
java.lang.AbstractMethodError
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4773)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at data.scripts.campaign.plugins.dustkeepers.SotfDustkeeperFleetCreator.createFlee t(SotfDustkeeperFleetCreator.java:292)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:156)
   at org.magiclib.campaign.MagicFleetBuilder.generateRandomFleet(MagicFleetBuilder.java:726)
   at org.magiclib.campaign.MagicFleetBuilder.createFleet(MagicFleetBuilder.java:451)
   at org.magiclib.campaign.MagicFleetBuilder.create(MagicFleetBuilder.java:98)
   at mmm.missions.OrbitalMissionBase.createFleet(OrbitalMissionBase.java:388)
   at mmm.missions.DefenseMission.createFleet(DefenseMission.java:871)
   at mmm.missions.DefenseMission.createEnemyFleets(DefenseMission.java:949)
   at mmm.missions.DefenseMission.create(DefenseMission.java:423)
   at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.createAndAbortIf Failed(BaseHubMission.java:707)
   at com.fs.starfarer.api.impl.campaign.missions.hub.HubMissionBarEventWrapper.addPr omptAndOption(HubMissionBarEventWrapper.java:92)
   at com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.showOptions(BarCMD.java:279)
   at com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.execute(BarCMD.java:154)
   at com.fs.starfarer.campaign.rules.

11
Mods / Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« on: February 07, 2024, 08:56:31 AM »
Thanks  :D

12
Mods / Re: [0.97a]The Domain Reformed update #12 whiteskye updatre
« on: February 07, 2024, 12:23:47 AM »
It's ... special.

I don't get why you intersperse sail ships with WW2 ships.

13
Mods / Re: [0.96a] Adjusted Sector
« on: February 06, 2024, 01:57:47 AM »
It's working fine for me, what is the message?

14
General Discussion / Re: What is your general take on v0.97?
« on: February 05, 2024, 05:23:31 AM »
I have yet to be there, but I'm a bit wary of the colony events. This feels like what they did with Stellaris, even with a ton of events, you pretty soon have seen them all, and you end up clicking rapidly on them in a "been there, done that" way ... So in theory cool, but how long will they stay fresh?

15
General Discussion / What is your general take on v0.97?
« on: February 05, 2024, 12:21:05 AM »
What are the most prominent features and major changes for you, and are they moving in the right direction, or do you feel there are some balance issues?

What is noticeable from the start, and what requires several hours of game to perceive?

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