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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Topics - Flare

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Suggestions / QoL Extra Option: Take all BUT the crew
« on: March 18, 2019, 03:47:24 PM »
When I'm on a war path and I frequently get large amounts of loot, the Loot All option is pretty great since it saves me a lot of clicking.

The take all option includes taking any crew in the loot table as well, and it is not possible to return the crew to back to the salvage table once in the cargo holds.

So what would happen is that if there is a lot of loot but crew is also in the loot, I would have to click every item individually to avoid going over capacity in terms of crew members.

A third button that excludes all the humans in the take all option would be great, or maybe just clicking the take all a second time to take the crew too would be great.

Exploring the outer systems and I came upon this in a dual star system:

A whole bunch of remnant patrols stuck orbiting(?) inside a remnant station. Not running or anything when the player fleet comes near.

I'm using a mod that adds more hostiles in the unexplored regions if that helps.

I took a mission to run a analystic package on a derelict ship in one of the far out systems (Ipos).

Yet there doesn't seem to be a derelict ship there at all.

In fact I remember this mission quite well because this is the third time I took this mission to search for something in the Ipos system. The first time was the exact same mission object, a derelict ship as well.

Could it be the case that one of the AI salvaging fleets junked it during the first time and the game still thinks it exists?

I had something like this happen as well in another system. I was tasked to run the package on an orbital habitat, which I found, yet the option to run the diagnostic equipment did not show up as an option.

All three times I cheated within the last 40 days by setting my base sensor range into 30000 and doing wide loops around the system yet nothing resembling the marks show up.

Both times the rough location stated that it was "at the heart of Ipos". Perhaps it was in the sun :O?!

Suggestions / Standing/Moving CR Expenditure and Risks
« on: January 13, 2015, 12:29:47 AM »
Often times when I defeat a fleet I would take more cargo than my fleet can hold safely because I know that the supply usage would be quite high due to the recovery and repair period after a battle, thereby cargo capacity would return to normal levels after recovery is finished due to the used up supplies.

I've just been wondering, what do you guys think about risk of accidents being lower when your fleet is "staying still" or otherwise not using their engines? Because that would mesh quite nicely with the above method.

Suggestions / Station Repair and CR refill supplies option.
« on: September 14, 2013, 05:27:21 PM »
I searched to see if anyone else suggested this but quite frankly I have no idea how to narrow down what I am suggesting.

When I dock into a station and I want to use the station repair and rearm option to repair and refill my cr, the supplies used to do so is taken from my cargo holds.

What I've done for the longest time is to fill up my cargo hold with supplies and hope its enough when I exit the trade screen and press the repair and rearm option.

And to this I am suggesting is that stations give an option to buy the supplies needed to do so from their own stocks instead of having me play trial and error with the trade screen and hope for the best.

Bug Reports & Support / Out of Memory Crash Observation
« on: July 31, 2013, 10:24:30 PM »
As far as I know, most Out of Memory crashes tend to be screenshot related. I think I found one where it's audio related.

I was playing the latest Exerelin mod with the hiigaran mod as well. When I followed these instructions from the hiigaran mod:

Adds main menu music track, 4 campaign tracks and 3 combat tracks, from the Homeworld game.
- Put the music.bin file inside the Hiigaran Descendants\Sounds folder.
- In the Hiigaran Descendants\Data\Config folder, delete or backup sounds.json and rename to sounds.json.

the chance of the game crashing due to being out of memory sky rockets, especially in the late game where the number of fleets goes way up. The 30mb sound track might have been the culprit.

Reversing the steps above solved this problem.

Suggestions / Including/Excluding Ships Participating in Autoresolve
« on: July 22, 2013, 12:57:20 AM »
So I was playing with a mod, and I had a pretty big fleet going- 3 capitals, a half dozen cruisers, some fighters, and some cargo haulers to hold all my stuff around, and I come onto a small fleet that I decide to autoresolve.

It turned out alright, almost everything escaped damage, with the exception of two atlas ships that somehow managed to get blown up.

So the suggestion is to have a panel right after you select to autoresolve the confrontation that allows you to select which ships you want to participate in the fight. Even the AI doesn't send in their freighters and drams at the beginning of the battle if they have a whole fleet to spare before it.

Suggestions / Missile Cam
« on: July 09, 2013, 10:04:01 PM »
In case some people don't know what it is and to avoid potential misunderstanding over what I'm proposing, missile cam or camera is a function where your camera follows the missile. It's like targeting an enemy ship with "r" and then pressing "z" to have the camera follow the enemy ship around.

There are some issues with this and I will lay out possible ways of dealing with them.

The first one is that of abuse.
Shooting a missile to the other end of the field just as the battle is beginning and then using missile cam to follow it and see what the enemy brought and what they're heading for might make it such that the fog of war losses some of its reasons to exist. After all, the opening moves are where the unknowns of combat have the most consequences, and if it could be circumvented by simply shooting a missile into a dark area and revealing everything there, it would either require that fog of war be lifted or some pretty extensive rewrite of the code.
One thing you could do is to fix the camera very close in so that not much would be revealed and the only thing worth seeing would be the close up of the PD fire and the explosion as the missile hits the ship.
Another way could be just disabling the missile cam whenever it gets too close to the fog of war.

The second issue is one of player designation. If the player shoots more than one missile, how would the computer know which one the player wants the camera to tracked? If the player primarily mans a missile boat with maxed out missile skill and sits near the back for most of the battle like what I do sometimes and I loose a lot of missiles sometimes at multiple targets, finding out which missile I want to watch hit its target might take a long time, and I might miss the cinematic approach as it bests PD defences and slams into the enemy hull. I could pause the game and select the one I want, but doing so halts the momentum of the game and takes away from the immersion the battle might otherwise be projecting.
There are many ways of dealing with tracking the number of missiles, but one I'm currently favoring is using the mouse wheel to track multiple missiles. Instead of assigning a massive amount of keys or using one or two keys to cycle through the missiles, holding down alt or something and then rolling the mouse wheel seems to be the quickest and relatively precise way of finding the missile you want to track.

Suggestions / Log Button
« on: June 15, 2013, 11:39:07 PM »
In the spirit of comparing this game to M&B, I think this game is desperately needing a log button that brings up a list of all the messages that have played on the strategic map, this is quite important because these messages disappear whenever you interact with anything on the strategic map.

I have went through two instances when a list of urgently marked messages (playing a mod, but I assume it would eventually become important as more stuff happens on the strategic map) coloured appropriately come up from the bottom of the screen only long enough that I register that they are important but not long enough that I actually read through them.

General Discussion / Screenshots- What happening in your Sector?
« on: April 07, 2013, 06:09:06 PM »
Printscreen button takes pictures in game. They'll be deposited in your starsector folder in the screenshot folder.
F11 to turn off all text. ~ to turn off range finders.







Suggestions / Strategic Refit Times
« on: May 06, 2012, 02:21:13 AM »
I've search a bit and the closest thing I found was this thread: If this has already been mentioned I apologize, I've been out of the loop for quite some time.

The idea I have is similar to the one mentioned in the thread linked above, with the exception that we're not simply talking about switching out ammunition and such. The thing I want to focus on is the refit time of weapons. Since we can refit on the fly, it seems to me that instead of all weapons, weapons of the same class, or refit time being made dependent on the class of the ship, certain weapon types like missiles and small simple ballistic weapons could be switched out for other missiles or simple or similar ballistic weapons respectively. This would add a strategic pre-planning dimension to the weapons you select.

For example, a missile rack switching out Harpoon for salamanders when facing a highly mobile but weakly armored threat quickly or instantaneously on the system map. Large and powerful weapons should take a long time to install and uninstall, and maybe instill a hefty speed penalty too to accentuate the differences of ready to fire missiles and weapons of similar make from big honking space guns that take a lot of pampering).

The issue seems to be an unannounced event that takes place where most of my fleet is decimated to the point of losing cruisers, capitals, and almost all fighters, as well as crew as if these ships took part in an autoresolve combat event when none has taken place.

This seems to happen when your fleet is directly on top of another fleet. The first time this has happened was when I just defeated a small fleet and had a few seconds of immunity of being intercepted. The proximity of the small fleet I intercepted was quite close to these two large fleets, so much so that after defeating them, my fleet was in the middle of theirs while the immunity thing was taking place. I shortly got out before the immunity worn out, and I believe being stuck inside of these two fleets resulted in the event where the AI autoresolved the battle in which no damage was attributed to the enemy fleet in question and my own fleet was quietly decimated without my notice.

I first found out that my fleet was in tatters was when I intercepted a small fleet soon after dodging out of the two big ones. Only one of my destroyers was operable, the rest having been destroyed, under crewed due to the rapid series of autoresolves, or just reduced to such a state that putting them into the line of fire isn't a good idea.

Edit: At first I thought it was just a lapse of judgement on my part, maybe I had pressed autoresolve without remembering it. This doesn't seem to be the case though as this happened twice, and now three times with what I can describe as a small fleet of a lowly frigate and a wing of interceptors reducing my own tier four fleet to tatters.

Modding / collisionClass
« on: March 06, 2012, 05:07:22 PM »
What do the labels to the right of this mean? I know there's HITS_SHIPS_AND_ASTEROIDS, PROJECTILE_FIGHTER, and PROJECTILE_FF.

Is there a label is designates that it will hit absolutely everything including friendly ships and fighters?

Modding / Mod- Monsters of the Week
« on: February 29, 2012, 02:12:44 AM »
I would like to ask that we not post pictures of what these monsters look like for at least the first or second day to give everyone a chance to run headlong into these things and not ruin their experience. This isn't to imply that I did a particularly good job on these ships of course :P. It's just for effect, you'll know what I mean when you see it.

About the mod

This is a simple mod really, I will make ships that are ridiculously big, ugly, and overpowered to the point that no amount of balancing in campaign would fix them, I then give you a ship and let you try and take it down. Simple.

Latest Version
Can't find it, linky no working either :(

I would like to thank Washout and Hrath for their support and ideas of troubleshooting the mod in the early stages. The tutorials made by numerous members in this forum was also quite helpful, in particular the major mod makers themselves. And lastly, Alex and co. for putting up with people like me who hack up their masterpiece to make mods with.

Edit: I forgot about to mention that the bat ship came from medikohl's ship thread: Wonderful stuff.

Old versions:

Modding / I'm having a bit of trouble modding a mission.
« on: February 28, 2012, 01:56:39 PM »
I'm working on a mod at the moment, and I've seem to have run into a road block that I can't seem to solve no matter what I try. It has to do with the game crashing on the mission that I created, so it's probably an ID problem. Specifically the mission title is fine, but the details of the mission defaults back to "Turning the Tables", clicking on the play button causes the game to crash as well as clicking on the ship R-Batty. I went through the IDs again and again but have come up with nothing. It specifically said null on weapon IDs but have no idea what it is I'm doing wrong.

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