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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Messages - FabianClasen

Pages: [1] 2
1
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: February 01, 2020, 04:05:30 PM »

Is this Military Base/High Command?

Yes those :)

2
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: January 28, 2020, 07:28:10 AM »
I just spent a few days playing this wonderful game again and wanted to give my few cents about the latest changes.
As a long time player since 2014, the way this game progresses feels fantastic. Most of the changes are very welcome and it approaches a finished flair.
While few years back i felt it was necessary to play with mods, because a lot of core features were still under development, i usually find myself just playing the base game nowadays, because it is fun on its own.
Things i have issues with are few, but one example though is the fleet headquarters taking up an industry slot. I feel like this unnecessarily takes from the fun factor of the late game, one of wich was seeing your own empires fleets all over the place. I understand you did this to kind of limit the late game impact of colonies, but i don't think most of the time the fleet headquarters benefits warrant the use of an industry slot, so the change just keeps the players from having these fine large faction fleets flying around.
So my suggestion at this point is to either remove the need for an industry slot (maybe offset by higher sustained cost), or making the headquarter more beneficial by allowing it to spawn expeditions. Maybe having the option to plan and spawn your own Faction-style expeditionary fleets, to attack known pirate/pather bases, or to impair another factions market share of some goods could be a fun addition. That also coincides with the headquarters description of projecting power throughout the sector.

3
General Discussion / Re: Colonies and Expeditionary forces
« on: November 26, 2018, 01:06:08 PM »
On a related topic, do you know how to find out the location of pather bases?
For pirate bases i usually get on my port/station, and some drunk pirate will spill the location over a drink. I did not see that happen with pather bases though.

Also, is there any way to remove the cells once on the planet? Even with max stability they seem to stay.

As for the opening topic: thanks for you input. I have Star bases on every planet now, and the expeditions are not really standing a chance anymore.
Was a great gaming axperience to struggle until the colonies could defend themselves. Top!


4
General Discussion / Re: Colonies and Expeditionary forces
« on: November 25, 2018, 01:52:56 AM »
On a related matter: are you guys able to join your own defence fleets in battle?
Mine apperently do not trust me enough.

https://imgur.com/a/De5jR9l

5
General Discussion / Colonies and Expeditionary forces
« on: November 24, 2018, 04:57:02 AM »
I really love the new colony development thing. And i have a question about it.

From nearly the very start after founding my first colony, maybe one or two months after starting to become provitable, three major factions, who actually are neutral or friendly to me, started targeting my colony with a barage of Expeditionary Forces. Those are fleets attacking anything in my colonies system and disabling one of the buildings there. (In my case making the colony highly unprofitable in the process.)

When reading the event text i noticed there are reasons given, why they send the expeditions. In my case it was selling of Illegal goods and making my port a free port.

1) So now i wonder if i can switch off selling of illegal goods somewhere? Or is it just the free port automatically selling them?

2) How do you guys deal with it? Do you bribe them, do you fight them every time, or just dont use the free port option? The defence fleets seem not really up to the defending job on their own.

3) Does the diplomatic status prevent expeditions at higher levels of friendliness?

6
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: July 29, 2018, 07:35:59 AM »
Wow with these Patch notes, the 0.9x version number really seems appropriate.
Really looking forward to this.

7
Mods / Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
« on: December 21, 2015, 09:21:35 AM »
Well that was one elusive Bug then. May have not been a big thing to fix, but surely to reproduce. Thanks for the effort.

8
Mods / Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
« on: December 17, 2015, 10:28:55 AM »
Hum, that is puzzling then. I'll have to investigate why this is happening and any detail would help: Did it concerned damaged ships, or brand new ones? Did it happen in the simulator, the mission, the campaign? Also, does this happened in a new game or an imported save?

It happened in a campaign, new game, on several occasions; those are keypoints i remember:

* All occurred after starting a battle with 2 of my unused (scy) ships, one of which is a stock fit
* One time i engaged pirates with no damage in both fleets
* Several times i joined a battle between fleets, including already damaged enemies
* In all occurrences the battle managed to start and the exception was thrown in the midst of battle

9
Mods / Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
« on: December 16, 2015, 03:50:35 PM »
Did you used the (temporary)  fixed TwigLib I provided? Not the "official" one?

I wasn't sure, but just got your version from the initial post to be sure, tried again and got the same exception.

10
Mods / Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
« on: December 16, 2015, 09:20:16 AM »
Hey i dont know, if this is the right place to post his, but i got a few Exceptions when using SCY Ships, that have scy package name in them.
I thought, maybe this is helpful. (using ss 0.7.1a, ss+ 3.0.0, scy 0.98)

Spoiler
124251 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 72, FP2: 44, maxFP1: 300, maxFP2: 200
124380 [Thread-5] FATAL scy.twig.campaign.SCY_PersistentRootShip  - Unable to spawn nodes
java.lang.NullPointerException
   at scy.twig.campaign.SCY_PersistentRootShip.initHost(SCY_PersistentRootShip.java:56)
   at scy.twig.campaign.SCY_PersistentRootShip.advance(SCY_PersistentRootShip.java:164)
   at com.fs.starfarer.combat.entities.ship.super.J.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.?0000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.int.Object(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.o?000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
125365 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [Fusillade.ogg]
125365 [Thread-11] INFO  sound.H  - Playing music with id [Fusillade.ogg]
219370 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [UndyingLegacy.ogg]
219370 [Thread-11] INFO  sound.H  - Playing music with id [UndyingLegacy.ogg]
219637 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.SCY_khalkotauroiMainGunAnimation.advance(SCY_khalkotauroiMainGunAnimation.java:176)
   at com.fs.starfarer.combat.entities.ship.super.void.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

11
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 07, 2015, 03:18:41 AM »
Have they ever considered moving this (Starsector as a whole) to steam, so that the steam workshop can take care of all the mod dependencies? Would surely be rad.

12
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: April 13, 2015, 02:24:42 PM »
This whole Patch sounds very promising. Can't wait for the release.

13
General Discussion / Re: Starsector Ship Tiers
« on: March 08, 2015, 05:58:55 AM »
Are you guys sure, the thunder wing is still top notch?
After the recent nerf, where it returns to reload after the first missile salvo, i do not think it is on the top anymore.
The early return keeps it from successfully hunting down fast craft with its ion cannon. It also blocks flight decks early on in order to rearm.

14
General Discussion / Re: Starsector Ship Tiers
« on: February 23, 2015, 11:44:51 PM »
First i want to express my gratitude for this great list. It helped me a lot when i first tried ss+/factions.

I have one idea for improvement though, and that is making carriers a category. Right now, they are mixed with the respective ship size i think. They really deserve a disambiguation.
For example the Heron is listed under cruisers, and the Condor is listed as a destroyer. Now, while they may technically belong to those categories, you will never compare those against an enforcer, but rather against each other.

Of course there are quite a many specialized ships out there and i am not making a point, that everything should be picked apart, but carriers stand out a bit more than any other (combat)role in this game.

15
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
« on: February 23, 2015, 02:39:47 AM »
hello ,how can i find  faction main base?  ???

I guess by exploring.

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