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Messages - Unreal_One

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1
General Discussion / Re: What's the point of restoring a ship ?
« on: September 04, 2019, 09:06:01 PM »
The reason to restore is if you can't get a fresh, no d-mod one. For instance, you might be at war with the only group that makes them, where you can get plenty of damaged ones from combat, but have no access to good ones. The restoration costing more than a brand new one is a design to make living with a few d-mods the default, while still giving the choice to fix a rare or valued ship.

2
Does trading in BPs at Prism have the same effect as selling them, ie some other power starts using those ships?

3
General Discussion / Re: Seed Thread
« on: March 20, 2019, 08:51:40 PM »
Any mods that change sector generation will invalidate a seed. As will (i think) changing the generation presets (so MN-1 with old will be different than MN-1 with random)

Not really, since MN-1 with old would be ON-1 and MN-1 with random would be RN-1  ;D

It will update the seed code if you change these after you paste a seed

4
Modding / Re: DPS Calculation
« on: February 16, 2019, 11:05:22 PM »
The reaper class in my game doesn't show a DPS, where are you getting that?

5
Modding / Re: DPS Calculation
« on: February 16, 2019, 10:52:12 PM »
Are you accounting for charge up/down? A single burst from a LMG takes 0.8 seconds in total, (burst size - 1) * burst delay + charge delay. No idea on the missiles.

Edit: Looking at your spreadsheet, you aren't accounting for burst delay.

6
Suggestions / Some UI suggestions
« on: February 14, 2019, 11:06:01 PM »
This is just a list of mostly minor UI quibbles that I haven't seen addressed somewhere else, hopefully not too much is just repeats:

1. Important quest and colony map tabs; basically, a quick way to see starred quests and where owned colonies/storages are, without having to go back and forth to the intel tab

2. Intel exploration tab gets cluttered up with domain ships pointing to random things; maybe make the exploration quests that pay out money a separate tab from the exploration hints?

3. Color coding for raids on your colonies - make "outmatched" green and "superior" red, since they are already highlighted.

4. Distress calls should say what star system they are from without having to open the intel tab

5. This one is kind of out there, but I'd like some way to set minimum quotas for weapons, so that you maintain at least x of a given weapon at your gathering point. These would automatically be appended to the end of your production queue if you aren't using all of your capacity.

7
I probably shouldn't be able to turn a market over to the 9th Battlegroup.

That one is intentional by the mod that adds them.

8
It is set to 500 however given the enemy was fielding a half dozen capital ships plus a ton of cruisers and smaller that seems a little absurd that I would get LESS deployment points. Think about it, you are fighting more enemies so we're going to make the battle HARDER? that doesn't make sense to me. If it's not the bug I'd read about with the default battle size limit then it's still something that needs changed if that's the logic it's working off of.

If you're outnumbered, you should feel outnumbered. The enemy being able to throw wave after wave of units at you wouldn't matter if you could destroy the waves as they appear.

edit: sorry to take part in this derail, since this isn't relevant to this mod the discussion should take place in a suggestion or discussion topic.

9
General Discussion / Re: Does anyone find Commerce worth it?
« on: January 08, 2019, 07:44:55 PM »
3) you can sell yourself nanoforges and they will be installed in your colony for you.
I remember reading that some time ago (and forgot about it).  That looks like classic exploit that should be fixed eventually.

I swear Alex said it's fixed in dev, but I don't have a link.

10
General Discussion / Re: My biggest problem with Officers
« on: January 08, 2019, 01:53:53 AM »
The level up window shows the level the skill will be AFTER the level up, not before. I've never had it suggest to level up a level 3 skill. If you really are getting it telling you to level a skill to level 4, you should probably post a bug report with a save.

11
General Discussion / Re: My biggest problem with Officers
« on: January 07, 2019, 11:54:43 PM »
By already maxed out, do you mean skills that are already at 3, or already as high as you want them? If the first, you sure that they were already maxed, and not you're being given the choice to max them?

12
So you've got 2.2.1 in the patch notes, but no link?

13
Suggestions / Re: Allow Market Share to be a non-integer number.
« on: December 30, 2018, 03:07:07 AM »
I've noticed how difficult it is to predict what the effects of changes the player makes will be. It's quite easy to make a change that seems like an improvement but ends up hurting you for a variety of reasons. I think the player should be able to see an estimated income change before they make any change. Maybe like a planning system where you can make a series of changes, see what would happen, and then click apply.

I agree, a what if mode would definitely help with learning the intricacies of the system without having to have costly failed experiments.

14
Mods / Re: [0.9.0a] Diable Avionics 2.01 (2018/12/13)
« on: December 13, 2018, 05:42:00 PM »
So why did you change the IBIS from 320 flux per second to 180? It's still more FPS than any base weapon for the slot, but now it goes from insanely worse than the vulcan to merely ludicrously worse than the vulcan.

15
It would be pretty hacky, but could you like do a sanity check to make sure everyone has the right number of skill points, aptitudes, etc and refund skill points spent on aptitudes/skills that you shouldn't have the aptitudes for on clicking confirm? That of course relies on some way to find out if the player just hit confirm on the character screen, which I haven't a clue about.

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