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Topics - Arghy

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I basically want to do empire building so i've tweaked max colony size in settings and i wanted to tweak the max admins because i don't really like having an empire of alpha core governors. I was going to change the max from 3 to 9-10--will this have any negative impact on game stability? I want to expand my colonies late game but last time i tried it i couldn't get a competent capital force to comfortably fight off the hegemony fleets in time--onslaughts with lv7 officers are worse than goddamn radiants haha.

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General Discussion / Neutrino detector needs a rework or outright removal
« on: January 26, 2024, 01:05:56 PM »
I'm doing the academy mission to find the derelict ship 'some distance' from the center of the system and this will either be moved to the bug forum or be updated with some pictures showing the complete failure of the neutrino detector. I'm a veteran i know how to do these missions, i save then do an exhaustive, expensive search then reload and fly to the location. I've now spent over 40 minutes and 3 reloads trying to find this damn thing and i've resorted to literal grid searching.

The detector is a part of the problem, sustained burn and the pulses make it completely untenable. Even with speeding up time i have to do my sensor pulse, wait for sustained burn to come up then hit it again. Missions like this are literally the entire reason the neutrino detector exists and it's failing utterly. First neutrino detector should literally do a scan of the entire system then generate 'anomalies' that stay up after the pulse ends. There is no reason to punish the player by having them disappear and force you to repeat the process all over again--this is a QoL issue.

There should be a separate skill that combines sustained burn and sensor pulse into the same button. If i want to do an insane grid square search then i shouldn't have to constantly toggle skills, 1 skill that i toggle on once that keeps me sustained burning and does a sensor pulse once it comes off of cool down.

Balance will of course need to be looked at such as making the new 'sustained search' less efficient or requiring the new system wide search to make you immobile during the entire thing while letting everything in the system see your location. I'd even accept a unique orbital construction or a fleet deployable as a cost for the system wide search. You cannot have these huge maps with no realistic way to search them beyond wasting real hours of the player. Once you have a way to search the entire system that's not punishing then you can actually start hiding things in the corners of maps.

**Grid searched the entire system, either it didn't spawn or its spawned so far off the map that i can't search for it unless i drew on my monitor. Either way if neutrino detector was functional i should have discovered this hours ago.

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I got some ruins which are tapped out but its across the sector so i remotely shut it down--would the alpha core get destroyed or moved to that planets storage?

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General Discussion / Do pilums have ammo?
« on: June 17, 2023, 04:26:09 PM »
I tried search before making another thread but couldn't find a clear answer. I've played for years and it occurred to me i still don't know how they work haha. I'm making a venture/apogee fleet to go exploring and i've been using pilums but i was looking at the description and it says max ammo 30? I normally had abuncha officers with missile spec to improve my ammo count but i want to run different load outs mostly reducing the cool down on fast missile racks and missile autoforge since they're more friendly for moving officers to other ships.

I'm worried that my infinite ammo pilum spam might run out of ammo during long drawn out engagements especially if i have officers spamming fast missile racks on ventures. I'd rather find this out before i spend millions on outfitting my fleet haha.

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I always enjoyed the moral options given to me in dialogue as it allowed you to create a theme and stick to it if you wanted. It'd be fun to basically choose an existing culture or create your own for your colonies. Seeing as you're pretty much carving out your own empire in the wilderness it'd be fun to give it more depth by deciding whether or not you want your little fiefdom to be an enlightened democracy run by your AI governors or a full blown feudal star empire where you're king.

You could get benefits from choosing certain government types like TT respecting a fellow technocracy or the luddites nodding their approval at your burgeoning theocracy even if it's a little too liberal for them. The level of detail could be very vague to way too damn detailed like being able to create entire branching trees of policies that your colonies use to run themselves. This could be expanded by having immigration/refugees be an actual thing instead of everyone breeding like rabbits in 2 years and somehow having millions of people. If your government type appealed to a certain culture you'd have of them come to your colonies which could then lead to wonderful events like refugees fighting on your colonies because you have sindrians and hegemony citizens not being good neighbors haha.

Eventually for those long games it'd be fun in say like ~2 in game years to establish your own culture or have the option too then you could create your own true faction. I'd enjoy creating a fake god king that all my alpha core governors work together to maintain a coherent theme too and having to make decisions when time lag creates some problems. I also want to be able to send missionaries/teachers and get rid of that damn de civilized modifier haha. It'd be fun having a large mixed population from the core worlds then through heavy use of AI cores have a crisis on your hands as each faction reacts to the news.

I look forward to population pie charts, creating neo ludd and overthrowing the green papacy with my more enlightened version. 

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General Discussion / Sensor UI and sensor burst question
« on: June 06, 2023, 02:21:39 AM »
So i've been assuming the 2 rings are my min sensor range and my max with beyond the 2nd ring being the burst? I've been doing exploring lately and i'm dragging the 2nd ring over areas between sensor bursts and assuming that its effectively scanning the area. I got the sensor mod on most ships to bump it up and speed up cleaning a system but i've realized i don't really know how it works haha.

So my questions are:

- What do the rings on the sensor UI mean?
- Does the UI/rings scale with sensor strength?

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General Discussion / Possible bug with the D mod removal skill?
« on: May 27, 2023, 07:06:01 PM »
I don't want to post this in the bug forum because it could be working and i'm just missing it haha. I got the new sindrian battleship but it comes with a D mod that can't be removed by the skill but i think it might be preventing the skill from removing D mods from other ships. My playstyle has always been to lug around moth balled ships filled with D mods and slowly remove them for resale or use later on but lately it seems like it hasn't been happening.

I remember it being random in the past but i think the D mod removing skill was moving sequentially down my fleet and the big battleship with the unmovable D-mod is the first ship in my fleet. I might be just imagining it but i figured i'd ask before trying to experiment haha.

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Suggestions / Limited AI ship mod to reduce crew requirements
« on: February 22, 2012, 09:49:28 AM »
I've encountered a problem where i capture a large fleet after battle and run out of crew to man the ships and atm it does nothing but it does feel cheap to have 200 crew and require 1600. A ship mod that reduces the crew would be great for freighters/carriers and also provide you with an emergency backup when you lose alot of crew in battle. I can already see potential for the ship mod when multiple systems are in and your off exploring, if a mishap happens you can quickly install the limited AI mod and juggle your remaining crew to the combat vessels stretching your resources.

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Suggestions / The infinite enemy and the end game
« on: February 21, 2012, 02:50:10 AM »
Goddamn finally stopped playing and managed to register, i'll try to hold back.... i've been banned from making to many posts at once before haha.

As my first post i want to say mother of god you've created a *** addicting awesome game Alex.

Its a standard practice for all games to have the "infinite enemy", basically like rats in MMOs. The true challenge of this is to make an endless enemy that is believable and scalable, pirates currently occupy this and according to game lore they are not to believable and scalable. Like all games you want something to fight whenever the player wants to fight and while pirates are awesome its a *** to chase them down and unless you start handing them capitals like crazy a player with a massive fleet simply must start a war on the major factions and even then its extremely feasible that they will actually conquer a faction. This isent a problem in fact its an awesome feature but unless you have another enemy thats unbeatable or nearly so the game merely ends when you get your fleet o doom.

The goal is basically zombies, an enemy thats extremely scalable from beginning to endgame and has a plausible reason for being an unstoppable horde that fits well into the lore.

AI gone wild: The same old trust worthy AI gone wild, they want to fulfill the plot given to them and are endless. Its very flexible and reusable since they could use any ship and require no custom ships or weapons. You could have small fleets to entire worlds under their control--it also fits well into the lore with the resource problems.

Forge world gone wild: A variation of AI gone wild, a plot hole to explain the endless ships. A forge world that has perfected automated construction gone wild via sabotage and now produces and endless stream of ships into space for anyone to grab but beware! every single faction waits beyond the planetary defense grid waiting to snatch the next ship that tumbles off the production line.

Alien menace: Another golden oldie, ranging from tyranid like organic based aliens, ork like aliens that scavenge ships, mysterious tech filled aliens that want to destroy humanity! The orks are the easiest to do because once again they can use all of the old ships but they can take their originality a step further with custom weapons that only they can use adding a simple aesthetic that makes them nice to look at. The advanced aliens is perhaps the worst of the 3 but probably very easy to design by simply making them overpowered as hell. The organic based aliens is prolly the hardest to implement but pays off the most since they could have such a direct impact on the player by eating planets and forcing them to face the unstoppable horde. The organic ships would require their own unique ships and weapons which would not be easy to make--their weapons have alot of potential though with ramming and the ability to kill off crew.

The madness: Chaos, revers and just general crazies. The lore has a presented an excellent way to have these types of enemys come into play--you have a giant plot hole that can spew out wonders to terrorize the universe, THE GATE!

Imagine this, the gate sputters into life spewing fourth chewed up ships and resources. News spreads through out the region like wild fire and every faction hurrys to the gate hoping to either get through or grab the treasures spewing fourth, the gate becomes a war zone very quickly but no one seems to realize some of the ships that are tumbling through are still crewed and have begun indiscriminately attacking everyone. The gate shuts off and humanity asserts itself on everyone... or atleast everyone from the region as more of the mangled ships are repairing themselves and attacking everyone. The strongest factions manage to disable some of the ships but boarding partys dont return and some of the ships stop responding. Fearing a possible chemical weapon the ships are blown open to vent them to vacuum and the next ships are boarded via shuttles. No matter how many marines are sent and no matter how well armed they are none of the boarding partys are seen or heard from again.

The factions think that perhaps its their brothers shocked and scarred from whatever happened to stop the gates so instead of killing these sources of much needed news everyone with a sense of self preservation retreats to ponder the problem. What at first was mistook to be battle debris has begun to repair itself and now the space around the gate is filled with hostile ships tumbling around the gates gravity well. One of the factions amasses a small army of marines on troop transports and lures one of the smaller ships away from the growing crowd, it is quickly disabled and the troop transports dock alongside it. The marines number so many that not even a single troop transport can unload all of its marines and yet they disappear into the ship, the number of marines now allows the marines boarding to hear the screams and gunfire that echos from ahead of them. Every faction has its spies listening to the same recording of what happens to the marines, one of the troop transports disconnects with bodies streaming from the torn entry holes as the atmosphere is sucked out by the vacuum apparently what was inside has boarded it. The marines have succeeded in driving back what can only be described as living weapons unto the doomed troop transport.

Their bio mechanical and organic with reports ranging from human like bodys to complete mechanical monstrositys. They use anything around them to manufacture combat forms on the spot and have the ability to jam all forms of wireless communications and seem to have limited telepathic abilitys, enough to instill fear and read emotions well enough to track you down it seems. As everyone turns away from the spectacle of the boarding expedition they look towards the gate to see the burnt hulks multiplying at a horrifying rate, the wrecks around the gates are providing ample resources. The troop transport has been neglected while everyone was occupied and it is only noticed when the weapon forms that ripped threw its structure begin wildly firing at any ship in range. A destroyer puts itself between the hostile transport and the remaining transports, its shield flaring as it soaks up the strange energy fire that the weapon forms are hurtling in all directions. The shields quickly flare and fail and the fleet is stunned to see the transport plow into the destroyer with a newly formed beak and the doomed captain reports what his internal cameras capture, combat forms made from the mutilated bodys of the marines are tearing through pressure doors--a pistol in the captains mouth is all they see before the transmission ends. Both ships are turned to a cloud of debris while the sanity of every human who has seen the transmission reels.


The gate sputter could be a great event to single either hostile enemys arriving or just having resources become available, every faction could bee line to the gate having massive pile ups and providing players with something to do.

In the end whats the point of building an unstoppable fleet if i can test it against an unstoppable faction? I'd love it if the enemy went AI wars also so more often then not you'd be overrun by the infinite enemy rather then crush it.

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