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Topics - matveich

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Suggestions / QoL and fighter changes
« on: September 02, 2019, 12:36:07 PM »
I have just one QoL improvement but it is a critical one:
1) Add leave all/take all items in storage inventory screen. I have been playing this game since 2012 and inventory management has been a major issue since campaign mode was added. I am pretty sure I spend 20% of gameplay time just storing my looted weapons. No need for major inventory screen overhaul - just two simple buttons to take/buy all or leave/sell all items in currently selected category.

Fighters are annoying and drover/spark meta needs to go. Possible changes:
1) Fighters are fast, numerous, and can be as tough as some frigates. PD weapons cannot handle fighter swarms. Add a dedicated mod(or change gunnery AI) to increase damage vs fighters for PD weapons.
2) Turret AI loves to shoot at fighters from big guns. This wastes flux and opportunity to score a hit on other ships. This can be addressed with a manual priority list for weapon groups/weapons. I generally don't want my ships to use hellbores/gauss on shooting fighters.
3) Destroyed fighters leave carcass, which blocks shots. Fighters blocking shots is bad enough. It is very frustrating when a random fighter blocks a shot from a hard-hitting and slow firing weapon. But even after being destroyed their carcass still floats around and keeps blocking shots. That's just too much regenerative armor, which makes battles long.

2
Suggestions / Carrier/Combat tag
« on: August 10, 2019, 12:16:57 PM »
Can we have an in-game option in retrofit screen to set tag behavior for ships? In 0.9a I had to manually change tags for all combat carriers to carriers to avoid suicidal runs. In 0.9.1a the situation is slightly better until I decide to put a single tac laser or HVD for occasional poking.

In general, I think ship behavior customization should be part of retrofit screen(or even in combat) rather than xml config.

3
General Discussion / 4X elements in 0.9
« on: September 20, 2018, 08:27:04 AM »
I cant imagine playing starfarerstarsector without nexerilin mod because it gives purpose for your massive fleet: outpost capture. So, are there going to be any 4X elements in 0.9 and beyond? Specifically:

1) Will we be able to build ships/weapons in 0.9? From raw resources to intermediate products to space ships. Similar to how X series allows you to be completely self-sufficient via production complexes and player HQ.
2) Will we be able to capture and control enemy outposts? I really want to have the ability to conquer the entire galaxy map and not rely on mods to do that.
3) Will we be able to create/control fleets? For example, order one of your officers to take some ships and defend an outpost on his own. Or maybe task him to do some hauling/trading for you.

4
I am not sure if this is a bug or working as intended but sometimes I recover my destroyed ships without any D-mods. However, recovered ships are still marked as D-class ships. Also, since the ship does not have any D-mods I can not recover it at the shipyard.

My character has max points in all skills in the industry tree, specifically in recovery operations, which is supposed to remove number of D-mods on average.

I am posting in modded section as I am running a number of mods(can be found in this topic: http://fractalsoftworks.com/forum/index.php?topic=12698.0), but I am sure this is related to vanilla behavior only.

5
Bug Reports & Support (modded) / [0.8.1a RC8] Freeze on Save
« on: June 18, 2017, 01:19:44 AM »
There is already a number of topics reporting freezes/crashes on save of modded game. I have managed to produce a save, where this problem is reproducible. The save and mods can be found here: https://drive.google.com/file/d/0BzaLdTtFg_piVU9TQTdMLVVpeW8

To reproduce the issue:
1) Attack the Teresa Terror fleet.
2) Fleet battle size 500.  Deploy all combat ships, except Desdinova.
3) Destroy all enemy ships except the custom cruiser Gulf-class Fang.
4) Once the cruiser is the only ship left retreat.
5) Disengage and save the game. The game should freeze on saving backup file.

I am using -Xms8g -Xmx8g.

Also, unrelated question: why starsector.exe is not working(windows 10)? If I double click it, nothing happens and the only way to launch the game is via bat file.

6
Hi,

I am using a number of mods, which cause game to freeze, loading item trade menu. I am not sure, if this is the right subforum to report such problems, however I can not locate mod that causes this bug and post to the mod corresponding topic. Mods used are
Blackrock Drive Yards
Common Radar
Exigency 0.7
Interstellar Imperium
LazyLib
Leading Pip
MusicLib
Neutrino corp
Nexerelin
Omnifactory
ShaderLib
shadow_ships
Starsector Plus
Templars
Version Checker

Save file is uploaded here https://drive.google.com/file/d/0B1FlHyuyTr2mTUtybG5FYkxSZ3c/view?usp=sharing
In game dock to Plasert_Trading_Post and try opening trade menu. I have allowed game to use more than 4gb of ram, so it should not be a memory issue. Log file also does not provide any useful information.

7
Suggestions / ships behavior options
« on: May 06, 2012, 07:51:31 AM »
Just a few simple requests.
I want to be able to order ships(specifically fighters) when to retreat/refit. Fighters aren't very durable and if n% of total wing hp is lost i want them to run for the nearest carrier.
Also, i really need no weapons group, group(say group 0) without  any weapons, so that other groups can fire automatically.


8
General Discussion / Several questions about this awesome game
« on: June 03, 2011, 03:40:10 PM »
First of all, i must say, this game is really great. But before buying it, i want to know something.

OS:
After purchasing the game,will i be able to get all builds(win,lin),or only one? How good is linux support?

Gameplay:
How gameplay of the finished game will look? Some kind of spaz,starscape(turn-based strategy+rts/arcade)? or smth completely different(apart from tactical strategy part)?

will there be subsystems? can i damage them during fight? will firing on specific parts of the ship cause to malfunction systems, situated there(like engines will be disabled if you shoot at them,turrets explode and so on)?

What kind of game physics will be in final game? Is there any chanse to have something realistic?(without speed limit) Ideal variant is to have several types of physics.
It`s a bit late,but it would be nice to have exhausts to be rendered not only from main engines, but also from manouver thrusters.

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