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Topics - Brainbread

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1
Modding / Volturnian Lobster Not Being Exported
« on: May 08, 2021, 12:27:32 AM »
I was digging through the search function to see if this had already been addressed, but.

As a player colony, Volturnian Lobster is not being exported in any capacity. Its being produced, as its ending up in my planets Storage, but the colony doesn't export it, nor does it show up in the Production side on the colony. It does show up when you mouse over top of farming, but thats about it.

Is this intended, a bug, and is there a quick way to fix it so I can actually salvage the dream of my lobster mafia-ing after having to demolish everyone in Askonia to actually get to this point?

2
Modding / Ship Explosions and Ill-Advised Modifications
« on: February 19, 2019, 08:52:38 PM »
Just something I am trying to figure out.

Is there a way to upscale the size of ships explosions? I've been playing a lot of Luddic Path ships, and wanted to do two things. The first was to somehow attach an increased ship explosion size to Ill-Advised Modifications, for my own sake. So that when they exploded, they'd explode as a larger ship category (or just bigger), and the second was a way to be able to attach this modification onto any ship.

But I don't really know how to mod at all, and just want some help at least figuring this out for my own game! Even if its just modifying the Core each patch with it.

Thanks in advance.

3
Suggestions / Fighter Balance
« on: April 25, 2017, 09:18:02 AM »
So, disclaimer. This is totally not scientific but I wanted to see how well fighters stacked up against each other for killing a target. I picked an Eagle out of the Simulations and ran 6 wings of fighters against it out of an Astral. I used both fighter hullmods and no guns. I turned on my shields and sat there until the target died and counted the engagement time based on my remaining Peak Performance. Just imagine I said "or so" after each number. I only tested these twice (sometimes more) to make sure I wasn't crazy. These are my results.

Talons 6 - 48 seconds
Broadswords 6 - 162 seconds
Warthogs 6 - 44 seconds
Gladius 6 - 102 seconds
Wasps 6 - failed to kill target
Lux 6 - 38 seconds
Spark Interceptors 6 - 31 seconds
Claw Fighters 6 -165 seconds (but it never got a shot off or moved so that was fun)
Borer Drones 6 - failed to kill target
Mining Aux 6 - failed to kill target

Next up I tried some mixed wings to see since people were saying, "oh yeah Broadswords have kinetic so they help overload ships".

Talon 6 - 46s
Talon 5 Broadsword 1 - 56s
Talon 4 Broadsword 2 - 57s
Talon 3 Broadsword 3 - 75s

Warthogs 6 - 45s
Warthogs 5 Broadsword 1 - 41s
Warthogs 4 Broadsword 2 - 44s

Warthogs 5 Talon 1 - 48s
Warthogs 4 Talon 2 - 53s

Warthogs 2 Broadswords 2 Talons 2 - 57s


Broadswords seem to help marginally with Warthogs but honestly, I just think they're garbage pants. The Warthogs generate enough Flux with their guns and the PD firing back that they'll do fine on their own. Talons just crush because have a lot of shots going out and the Swarmers will wreck the back end of a ship enough for Vulcans to shine.

Broadsword 4 Trident 2 - I *** gave up after the Tridents got blown up for the second time on the second run. Was like 118s the first time.
Broadsword 4 Dagger 2 - jesus stop *** dying you ***. 2 minutes and it's still there.
Broadsword 4 Flash Bomber 2 - do these things know how to aim their bombs no.
Broadsword 4 Khopesh 2 - kill me now
Broadsword 4 Longbow 2 - finally they can hit their target. But they don't do any damage with their bombs so why bother. I gave up after 120s.
Broadsword 4 Piranha 2 - I envy the dead

TL;DR Broadswords are hot pants garbage, and most of the bombers can't hit the broad side of anything (they like to fire from really, really, really far away - which isn't so bad with the Trident/Dagger but you'd better hope they are overloaded or you get to see them spend the next 5 minutes flying back to the carrier to reload). Talons, Warthogs, and [REDACTED] fighters are the only things worth using out there, and if you wanna make your combat Carriers really shine, Talons are the way to go. Not only are they crazy good but they're free so you can load guns into every spare slot on your ship.

I'd really like to see the Broadswords get a Swarmer back, or possibly get Dual MG's to make them a bit better. Or make the Talons actually cost OP since they're currently insanely good in the current state. Gladius could use some tuning make it more competitive for its cost. Warthogs and [REDACTED] fighters are really good for their cost and honestly could be tuned higher. Bombers make my pray for death and other than making them smarter about firing missiles into shields for their base AI (or actually aiming before dropping dumbfire bombs) I can't say much for what else would help.

And Wasps definitely need help since holy crap they are made of space paper.

4
Suggestions / Doom Medium Energy Turrets
« on: April 18, 2013, 10:42:09 AM »
Is it possible to set a default direction for weapons to face? I'm noticing that, when piloting the Doom, the two medium energy turrets default to facing out the front at 45 degrees. So if the weapons are set to Automatic, they tend to fire a volley way off target due to their original facing.

If the arcs could remain the same, can it be set for weapons to "reset" to a different default angle?

I'm guessing its working as intended, and I should get advanced turret gyros though =P

5
Bug: When switching to an active weapon group (read: one that has weapons assigned to it) then quickly to an inactive grouping (one without weapons), while they are faded out, you can make the weapon arcs disappear until you switch back.

This is not exactly a big issue, it is just frustrating because I frequently use inactive groupings to help pilot while using the arcs from an active group to help me keep my weapons on target.

So, my suggestion would be if Inactive Groupings would always keep the arcs from the last active group, instead of just using whatever was showing when you switched.

6
Bug Reports & Support / Force Quitting Starsector
« on: March 01, 2013, 08:29:20 AM »
I'm not exactly a computer whiz, but force quitting Starsector doesn't not end the associated Java process. After CTRL-DELĂ­ng and closing the program that way, Java will still be running, allowing for multiple instances of it to be running at the same time.

Only noticed because I'm farming a boss fleet in Uomoz, and am on Iron-Mode.

I think I have 8 instances running of Java before I noticed a hit in performance, so I'm not sure if there is a way to fix that, other than actively closing all of them myself.

7
Suggestions / "Throw-away" Fighters - Rebuilding
« on: February 28, 2013, 12:21:05 PM »
Fighters are pretty expendable. They don't cost a lot of crew when they get the floor wiped with them, they tend to die pretty easily, and though carriers increase their combat lifespan, they tend to melt really quickly when exposed to anything larger than a frigate (No shields versus heavy PD? Bye bye!).

This, combined with the short supply of fighters in the main game means that running a fighter heavy fleet can be a quite the challenge. Is really hard to manage your fleet when the fighters are dying in rather one-sided combats!

So, my suggest would be to have the option of "manufacturing" new fighters from the shells of the lost wings. Instead of having a destroyed fighter wing be gone gone, have it show up in the fleet menu as a Wing that you can spend X amount of supply, and 2/3rds the cost in credits to repair back to new.

Make it take a bit of time, but allowing players to spend resources out on the go (if they have the carriers to do so) to keep their fighter wings up an running. Anyways, thats my suggestion.

8
Suggestions / Experience from Lost Ships
« on: February 18, 2013, 11:57:20 AM »
Suggestion! Why do players get experience from unmanned, sabotaged ships at the end of combat?

For example, I captured a Junk Pirates capital ship because it was undercrewed. I immediately got involved in an engagement with another fleet, and had to retreat. Despite none of my ships experiencing actual combat, and not having any crew for the capital ship, I gained 5 levels of experience (I was level 1) for losing the capital ship.

Seems silly to gain experience from ships that... we left unmanned to be destroyed.

Just saying!

9
Suggestions / Leadership Skill - Wolfpack (Fighters)
« on: December 06, 2012, 09:19:36 AM »
Since the skills are lacking anything that is specific to fighters, I was curious about this.

  • Skill: Wolfpack: Increases the speed, hull, armour and damage of fighters by 0 (2% per level). (5) Fighters are repaired in flight decks 50% faster (10) Fighters cost 1 less fleet point to deploy

As of right now, fighters do get the benefits from the Tech tree (the increased armour and hull), but they are sorely missing out on the bonuses from the +Ordinance Point skills, making them sub-par compared to Frigates in heavy tech builds. As well, the skills in leadership feel sort of bland right now, so something like this would help spice it up a little.

At the same time, I want to avoid having fleets consisting of a billion little Talons (a 50% reduction in FP is terrifying), so the idea would be to let you actually field your fleet more easily in combat, without explicitly letting you carry hundreds of fighters in your fleet.

10
Suggestions / Hull Mod: Re-calibrated Targeting Systems
« on: September 04, 2012, 09:28:00 AM »
Cost: 2/5/10/15

Re-calibrated Targeting Systems: This modification strips point-defense weapons of their targeting AI, and replaces with new firing-solution AI; increasing their effective range by 200 SU and improves their turn speed by 25%



So, the inspiration for this a few builds that I use. I love ballistic lashers (full of Dual MG's, RFC and Hardened Shields), as they can churn down shields super well, all the while using their better shields to eat missiles. The problem being that I have to keep all the weapons in a single group, as MG's are PD weapons (and if I throw them in another group, they will waste shots on missiles).

Secondly, I love using Burst Lasers loadouts on some assault ships, but they end up wasting half their shots on targets that are not what they need to be shooting at, "wasting" them missiles. Its particularly obnoxious on the Doom, where it will use its Medium Slot Burst Lasers to shoot at things that are not in the way.

So, the suggestion is a way to deliberately unflag PD weapons on ships at a cost, to give them a new role, while retaining the general use of the weapon as a whole in the core of the game. Sort of like, the opposite of Integrated Point Defense AI (which would give an interesting combination for upping the range of certain weapons, could be fun).

11
Suggestions / Heavy Autocannon Ammo
« on: August 29, 2012, 08:22:44 PM »
So, this is pretty simple. Can we have the Heavy Autocannon's ammo bumped up to 300, from 200?

It empties its clip rather fast, which is very noticeable when paired alongside Heavy Maulers. That they hit with three projectiles at once is nice for overloading shields, but I've had to sub them out for other Kinetic Weapons (Railguns, or Heavy Needlers) just because they run dry very quickly.

And yes, this is with Expanded Magazines!  :'(


12
General Discussion / Fighter Pilot Casualties
« on: August 28, 2012, 10:29:08 AM »
I just met, and this is crazy, but why did losing two wings of Thunders and having two wings of Foxbats (6 pilots each) repaired, result in now pilot casualties?



Did the RNG favour me, or is something fishy going on?

13
Suggestions / Engine Wake
« on: August 23, 2012, 09:52:24 PM »
From a discussion with my friend; he was complaining about frigates and fighters just chilling in the engine wake of his capital ship.

His suggestion and wish was for the wake to be something a bit more violent, something that you'd not want to bask in. What he came up with a small amount of Fragmentation and EMP damage (something that would have little to no actual effect on shields or the armour, but would wreak havoc on unshielded and unprotected ships).

It'd have to be scaled on ships for size and actual damage, and would only start actually showing up for larger ships (so nothing from a Frigate or a Destroyer, their engines would lack the sort of power that would damage ships).

But in any case, it'd stop frigates from sticking their noses into the engines of your Onslaught without their shields up. More fancy than anything else =P

14
Suggestions / Fleet Tab Quality of Life Suggestion
« on: August 22, 2012, 11:08:09 AM »
When you go to "Purchase Ships" from an orbital station or otherwise, can you set it to take you to the first populated Tab, rather than right to the Fighter Tab? Its most noticeable with player-owned stations, when you're hunting for ships that you placed there (more so when you don't remember what kind of ship it was).

Just a minor change!

Thanks for your time.

15
Suggestions / Resistant Flux Conduits
« on: August 20, 2012, 11:13:12 PM »
Did a search, didn't see much talk on it, but anyways!

Seeing as Resistant Flux Conduits (RFC) give a 10% boost to flux dissipation, they often are a more efficient choice in dissipating flux from a ship than vents. Included in that is their 75% reduction in EMP damage, which makes weapons like Salamander MRM's incredibly ineffective at their role (disabling engines and systems), to where they take 3 or 4 hits to knock out the engines on a Destroyer instead of 1.

As we're all probably obsessive about flux dissipation, and because of their current efficiency, would it be good to reduce RFC's EMP protection down to say, 50%? To where instead of a single MRM knocks out your engines on a Cruiser to 2 Salamanders? Or would this be something that needs to be tiered based on ship size.

I can imagine its much easier to insulate the flux conduits on a small cruiser, than on something as giant as a Paragon.

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