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Messages - Zapier

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1
General Discussion / Re: The state of raiding
« on: April 24, 2021, 02:33:54 PM »
I like the thought of actually having ships meant more for raiding being necessary rather than any transport capable of hauling thousands of marines being enough. Basically make the ships with ground support packages more necessary. Instead of them supplementing the marines they become more of a limit to how many get used like with current crew systems. So if you had a Valkyrie, using default ground support package supporting up to 100, then at most you could deploy 100 marines in a raid, even if you had 500 marines with you.

It wouldn’t change how crew and marines are certainly more of a commodity feel than some versions, but it would make raiding more of a fleet choice setup. Would give more reason to allow a sort of “marine assault package” hull mod that would give a thematic change to ships not normally designed for raiding and in some way limiting usable marines to more easily defined numbers.

This would also play into the raiding taking time approach by meaning raiding fleets are perhaps more vulnerable due to split roles. Smaller frigates with assault packages maybe raid faster and larger ships with noticeably larger marine support take longer. Maybe this is too niche though.

I do kinda like the idea of just omitting marines at this point was n favor of something more like the above. Your fleet contributing x amount of capable marines per ship/hull mod/type. Maybe have it more of consuming supplies as you raid like it depletes CR. Low tech ships deplete fewer CR but generally less effective raiders and high tech use more CR in raids but more effective. This could somewhat discourage over raiding for the sake of doing so for practically free gains in some cases.

Dunno. Always some other way these things could work but would they feel better or worse, more balanced or unbalanced? Who’s to say. It’s like how I miss the old boarding to capture ships and would love to see that come back to add some risk to taking a chance at picking ships up rather than the automatic grab, mothball if necessary, move to the next. Anyway...

2
General Discussion / Re: Another Thank You - And Wish
« on: April 24, 2021, 12:54:55 PM »
Yeah it’s been a long time and a lot of interesting to great play throughs. About the planetary stuff, I know it’d be a big change from the current scope and scale of the main gameplay which is certainly why it’s not a suggestion. Just more of an idle thought if there’s some point in the future when there’s nothing left to do, another Starsector project or whatever.

Just got to thinking of how I see my enjoyment of Star Flight manifested in this game too. That then led to the planet maps and I was like, yeah that would be cool. Just, it isn’t really in line with any of the current art (well some modded stuff aside), mechanics, etc. Could be there with the right know how maybe. Put it on a post it note and stick it in the back of a notebook so maybe one day it could happen. Don’t kill the dream!


3
General Discussion / Another Thank You - And Wish
« on: April 24, 2021, 11:28:48 AM »
It’s been ages since I’ve posted anything but have been lurking for 10 years now as I recently noticed. For what the game was then, it was well worth the money spent and what it has become, as well as the iterations in between, it continues to supply me with many enjoyable hours of gameplay. Few games spark my interest enough to keep returning and I’m glad this is one.

For me, this game keeps scratching that itch I got from when I first played the Star Flight games. There’s the story stuff, but you can kinda skip it. There’s the ship customization with fleet building here. Crew and supplies. The obvious exploration and colony building. All things that in many ways I can compare to those games as things I loved or maybe wanted. As with everything nothing is perfect but Starsector does a great job for what I enjoy and there’s not enough thanks I could ever give to see it come this far. That thanks also extends to the modding community that give more options and varied play styles. Finally a thanks to all of us who bought and support the game with our bug finding, suggestions, individual tastes that help shape it too. It’s been a hell of a ride and I’m glad it’s not done yet. Thanks to all for making Starsector, Starsector.

Oh and about that wish. Just thinking of Star Flight, I know one thing I am missing. I need those planetary excursions with my little ground vehicle fighting aliens, scanning for profitable mines, collecting those valuable creatures, etc. Hopefully another Starsector or distant (past 1.0) could find a way to include a map for exploring planets with your own equally customizable ground crew that could easily just be a kind of system map. Could be fun. One can still dream for more.

Thanks all for the decade of memories and experiences and here’s to the next decade of them.

4
General Discussion / Re: Sseth Tide
« on: August 04, 2019, 11:03:17 PM »
I still find it crazy I bought this like just 17 days shy of 8 years ago, at the recommendation of another friend who always found interesting stuff off the beaten path. Over the years I've brought this game up to friends and I'd get a few questions here or there but little interest. Suddenly, this video comes out and those same people are then messaging me telling me they've found something I'd probably like and how they're thinking of getting it... and as I had to remind them again, I've had it forever!

I'm glad I know at least two who ended up buying it since and yeah I think they've already got their money's worth from it too. It's always nice to see something I, not so secretly by choice, enjoyed and kept wanting more of get quite a bump in interest so many years later. Just goes to show you what having someone with some influence and a quality product to showcase can do.

5
My method has to take the skills to lower overall maintenance of ships as they have more defects, then get the skill that lowers those effects too. Then I start to use salvage rigs and transports that might have 3 or 4 negative hull mods on them and they become super cheap to lug around. It allows me a lot of room to carry fuel and supplies and then bring back whatever I find. I even use a lot of my combat ships with a few hull mods as long as their burn drives aren't affected or I can get a tug or two later to help offset it.

6
Bug Reports & Support / [0.9a RC10] CTD after combat, debris salvage
« on: November 29, 2018, 11:02:12 PM »
Spoiler
8885471 [Thread-4] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. addMember(ShipRecoverySpecial.java:248)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:160)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:151)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction$SalvageSpecialDialogPlugin.init(SalvageSpecialInteraction.java:57)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction.ex ecute(SalvageSpecialInteraction.java:165)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
   at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.U.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I think that's the log. Sorry if I accidentally got more than needed because I loaded it back up to see where my last save was. (back at the start of my night! Argh!)

So, I just finished a slog with some Luddic Church fleet and the after action stuff went through just fine, including recovering ships and the post battle salvage. After the fight I saw the debris field and immediately went into salvage to check out what else I could get and ended up having the two choices to assess or leave. Clicking assess resulted in the nullpoint error and nothing came up, nothing happened even. Tried to click leave and same thing. Anything I clicked did nothing until it finally CTD. Not sure if it'll be helpful and the save is too far back to even try to reproduce sadly. Let me know if you need anything or if its usable.

Oh, and it's straight up, no mods installed. Haven't had mods since way back either and I've played a good portion so far and this has been my only issue so far.

7
General Discussion / Re: The ever-present elephant in the room
« on: April 22, 2017, 10:43:26 PM »
I'd like to politely point out you should confirm the username before you sling your own slander.

8
General Discussion / Re: The ever-present elephant in the room
« on: April 22, 2017, 10:36:46 PM »
And who said I didn't support it?

Edit: The point is, for the same reason a player can hate it, the mechanic can actually benefit them. It's not just a negative player mechanic.

9
General Discussion / Re: The ever-present elephant in the room
« on: April 22, 2017, 10:28:02 PM »
Don't forget, the CR works both ways as well. For the same reason a frigate can't kite a larger ship infinitely protects the player from having it happen to them as well. More than once I've been in those fights where I can't quite reach said frigate for various reasons but my CR outlasts his to the point he malfunctions and then I win.

10
General Discussion / Re: .8 feedback thread
« on: April 22, 2017, 03:59:46 PM »
Looks like you really need to put "TUTORIAL: DO THIS THING" to stop the confusion.

For me it really came down to the fact that I generally play ironman, so quicksaving is something I never think to do so I certainly ignored the little blinker in favor of the popup prompts. So it's not that I didn't notice it, and just a minute into the tutorial I didn't think I really needed to save either so it's likely just my personal preference on play more than anything for why I was confused.

11
General Discussion / Re: 0.8 how to skip the tutorial?
« on: April 22, 2017, 03:53:47 PM »
It definitely is a catch 22 situation for having a skip-able tutorial. I think the biggest problem is just that it automatically goes back to forcing the tutorial if you say, deleted your game. If I already did the tutorial but then deleted my save to start over, I have to again go through it. The start bonus is kinda nice, but I also prefer the just being dropped in Corvus setup to go from there.

Can't please everyone, but I'm a fan of making it easier to have various methods of starting play rather than limiting them on the off chance someone chooses not to do the tutorial then asks questions answered in it. In fact, I would bet there would still be people asking those questions even after the tutorial.

12
General Discussion / Re: 0.8 how to skip the tutorial?
« on: April 22, 2017, 02:05:58 AM »
Yeah, maybe I wasn't paying attention to it very much, wishing I could just skip the tutorial, but it didn't seem clear to me that I think I needed to only scavenge the debris like twice to get most of my supplies. I figured it would tell me when to stop, being that tutorials are usually a bit hand holding. It felt very unhelpful really, since I ended up just doing it till I depleted my crew to make sure... then flew into the system and died, lol.

Okay, and double checking... yeah it doesn't really warn about perils of it. For a tutorial it doesn't really tell you how many supplies would be enough to then give you an idea when to continue and it really doesn't specify where to go afterwards either.

Edit: I see, so it wants you to save. I expected an actual popup rather than the rather minimal flashing of it at the bottom.

13
General Discussion / Re: I'm bored.
« on: March 23, 2017, 02:20:02 AM »
The wait means he can go in... full price... wishlists filling and waiting to be cleared by impatient people with lots of money! Top the sale charts... screw that promotional release discount! Game this good IS the promotion! So wallets are emptied. Steam cash gone. Alex becomes a millionaire overnight and rewards his faithful with a free copy of Starsector's eventual sequel in whatever form it is because he's a generous soul who beat the Steam Store game!

Edit: The faithful are us... obviously...

14
General Discussion / Re: I'm bored.
« on: March 19, 2017, 03:17:35 PM »
Yeah, Steam's EA games and their communities can be very fickle. One bad period (bad release, long time between releases, not big enough release, etc) and it can tank a game's rating and leave it scarred for a long time or permanently which could cause potential players to stay away for a very long time. It could get lucky with say like RimWorld and hit it off right away and not look back, but for every success story there's probably dozens that have died as a result.

15
General Discussion / Re: I'm bored.
« on: March 18, 2017, 03:23:47 PM »
Well I meant the other one... lol. That one is clearly a crap universe.

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