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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 - YAZF

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1
General Discussion / Re: What is your general take on v0.97?
« on: February 06, 2024, 12:42:22 PM »
In general I'm really enjoying the new variety with these events. They might feel a BIT extreme at times (sending 20ish large fleets to blockade a single non hostile colony? Really?) BUT I've been able to interact with them in interesting ways. It was really smart that fleets sent against you aren't necessarily automatically hostile (depending on the event), so I can approach them and hail them without fear of requiring an engagement. I LOVED being able to buy off a huge mercenary attack and send them back against TT (even though I don't think I actually had the amount of credits I offered them?) which allowed me to follow up with a bunch of raids myself once the mercs killed all the TT defenses for me. I've also found myself changing the build order for my colonies to take advantage of the new Luddic majority effect (that population growth boost is INSANE!). There's still a lot I haven't seen/experienced yet, but so far so good!

2
When I'm approached to sell out one of my arms dealer contacts I wish I could check which one I'm selling out before agreeing/disagreeing. Currently they only tell you the name but honestly I never remember the names of my randomly generated NPC contacts, and I can't open up my intel screen mid conversation. It would be nice if it showed who they are and their current relationship status in the dialogue window similar to how it shows info when hiring officers.

3
NPC factions should be able to adjust their fleet doctrine (mainly ship quality) in certain circumstances. I just sold a pristine nanoforge to TriTach and their fleet ship quality is currently close to 150%, largely due to their fleet doctrine. I know some of their less stable planets might be a bit lower but in this scenario I think it would make sense for them to take points out of quality and move them to officers or fleet size. This is probably more relevant in Nexerelin campaigns but I think it's a good idea for base game too.

4
General Discussion / Re: Insulated Engines are the new meta.
« on: June 24, 2023, 04:55:55 PM »
I loved using this mod even before it was buffed. Now with the buff it's a smuggler's dream! It makes the stealth and smuggling missions super easy. It allows for really easy sneak attacks and then disappearing before you can be found. The in combat effect is far from useless either, though it largely depends on the ship. I get it's not for everyone and I wouldn't call it "meta" but it's a fun playstyle and something different than just "get big fleet and smash!"

5
Bug Reports & Support / Re: The Typo Thread
« on: June 22, 2023, 11:33:23 AM »
Kind of a typo. When making a new faction with the word "the" in the name and selecting the "Use 'the'" option, the game will highlight the wrong "the" in the example sentence at the bottom of the screen.

6
Mods / Re: [0.96a] Space Truckin' v1.4a
« on: June 20, 2023, 04:28:21 PM »
Are freight deliveries supposed to also affect a station's commodity prices? Cause currently they do and it feels super cheap to exploit. For example I can make a huge freight delivery of 5k+ heavy machinery to a planet and complete my mission for a big payday, but THEN I can go into the open market and heavy machinery suddenly has a huge surplus which iI can buy up at a huge discount.

I feel like these freight deliveries would be part of the planned operations of planets and us completing these quests shouldn't affect the actual supply and demand on the planet that much.

7
General Discussion / Re: Colony Threat event
« on: May 10, 2023, 03:55:32 PM »
oops double posted

8
General Discussion / Re: Colony Threat event
« on: May 10, 2023, 03:51:58 PM »
Perhaps this is the problem people have. Using no cores/items is fine because you at least get no problems. Using tons of cores/items is fine because you get so much money raids/sabotages don't matter. Trying to do the intuitive thing and be somewhere in the middle gets you destroyed.
That's what my thought process was in my playthrough. "Ok, It's early game and my first colony just got to size 4. I have 3 beta cores and some gammas. How much extra cash per month can those cores really earn me? A few thousand? Is that worth the 10-20+ luddic path threat I'm earning every month? No.Way."

Maybe just make player-colony Patrol HQs and up always generate bounty missions, that give you rewards in reduced Threat.


Oooo I like that idea. Have your Military Base unlock a special priority contact for your faction or something which gives you missions? That could be cool.

9
General Discussion / Re: Colony Threat event
« on: May 10, 2023, 03:08:00 PM »
Personally, I recognized early that the faction wide accessibility penalty from a high threat level would cut into my profits more than just not using a few ai cores or colony items. Right now I have 5 moderately profitable and stable colonies, with 0 pather interest and a high command on a large colony. Sure it means I'm not using a few items but the payoff seems worth it.
For me it's the opposite. I've decided to build the best monument to Moloch in the sector, and with 10+ cores and 8 items, my 2 colonies make 500k/month despite the extreme level of hostility.
I think once I get to a critical mass I'll switch to a high threat playstyle. I usually start my colonies really early when I'm quite weak. In that early game environment I do think it was a good call not to draw attention to my colonies. The extra stability helped them grow faster while funding their own growth.

10
General Discussion / Re: Colony Threat event
« on: May 10, 2023, 01:18:30 PM »
More ways to interact (more importantly unique ways) with the threat level would always be nice. Something that isn't just "kill the enemy base" kinda thing. Maybe there could be a administrator which reduces threat level per month (or just bring back the accessibility admin to counteract the threat penalty). Maybe make a bar event where you can hire extra independent mercenary fleets to patrol your colonies for a while. IDK, I'm sure you can think of something.

Personally, I recognized early that the faction wide accessibility penalty from a high threat level would cut into my profits more than just not using a few ai cores or colony items. Right now I have 5 moderately profitable and stable colonies, with 0 pather interest and a high command on a large colony. Sure it means I'm not using a few items but the payoff seems worth it.

11
General Discussion / Re: Do you like traveling in the hyperspace?
« on: May 08, 2023, 12:53:32 PM »
I enjoy Hyperspace in the core worlds quite a bit, especially when I'm actively hostile with a faction or two. I like ambushing trade convoys or blockading a system to sow chaos (and make profit).

 Outside the core... less so. It's too uniform when exploring in deep space. I know slipstreams and distress calls are meant to help solve this but they aren't enough. Maybe if you could actually receive distress calls like a dialogue, hearing them cry for help (or lure you in). Maybe in the farthest reaches you might find a cluster of [redacted] patrolling their territory. Maybe you could create your own slipstream or alter the direction of one you find. Idk, something to make it more interactable and not something where I can just lay in a course and Alt+tab..

12
I saw it happen again with a Persean convoy. I could fly right up to them with no problem. However it flipped to hostile the moment I turned on my transponder on. So it probably wasn't a bug, maybe? I thought it would list as hostile even if the other fleet didn't know who you were though. I have my save if you still want it.

13
Ah sorry I didn't think about making a copy save. I just killed them and went on my merry way. If I see the issue again I'll send you a copy.

14
I found a Tri-Tach trade convoy which read as neutral when I hovered my mouse over them in hyperspace but we are supposed to be hostile according to the intel screen. I have my own colony and am commissioned with the L.Church. The L.Church and Tri-tach went to war not too long ago but the convoy's status didn't update I guess? I intercepted them and they behaved like we were actively hostile in the dialogue and tried to run.

15
I also don't have an option to visit the shrine. When I got to the planet I tried to go to the bar before the shrine. I ended up supporting some local protest but never got credit for going to a shrine. Now I don't see any option. Not sure if I'm just missing something or if I bugged it.

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