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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Hari Seldon

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1
System requirements:
OS: Windows, Mac (OS X 10.7 or higher), or Linux
Memory: 3GB system RAM
Graphics: Minimum 1280×768 resolution, 512 MB video memory
Processor: Hard to say exactly, but nothing fancy
https://fractalsoftworks.com/preorder/

A 32-bit system can access 232 different memory addresses, i.e 4 GB of RAM or physical memory ideally, it can access more than 4 GB of RAM also.
A 64-bit system can access 264 different memory addresses, i.e actually 18-Quintillion bytes of RAM. In short, any amount of memory greater than 4 GB can be easily handled by it.
https://www.geeksforgeeks.org/difference-32-bit-64-bit-operating-systems/

So yeah my guess is Starsector is 32-bit because 3GB is recommended and if it is 32-bit it can't use more than 4 GB.

Please consider changing Starsector to 64-bit so mods can do crazy stuff.  Don't require more RAM just have that available if you want to use it.

I remember Sins of a Solar Empire was 32-bit and by the end of all of the DLC it ran slowly and really needed more than 4 GB RAM.  I hope Starsector or its mods don't run into that problem.

2
1. Turn all of your Dominator's weapons on to autofire except your torpedoes.  Only use your Dominator's shields to block enemy torpedoes (and try to see the torpedo bomber wing coming so you have time to ensure you have spare flux to absorb their torpedoes), because with your shields off you cannot overload.  The Dominator has enough armor.
2. Order your entire fleet to focus fire on the enemy's torpedo bomber wing.  You have to kill all of the bombers on the first pass so they do not retreat and regenerate (try to get lucky shots with your Large Ballistic weapons).
3. Ignore everything and rush towards the Astral carrier, release your torpedoes and kill it.

Note: The enemy Omen is literally impossible to kill because your Dominator turns too slowly to bring its forward-firing weapons to bear and all of your other ships are too weak.

Figuring this out was really fun and satisfying (it does not feel like an exploit it feels like real tactics :)).

3
Suggestions / Allied ships having dialogue
« on: February 04, 2015, 08:10:07 PM »
When ship Officers are added to the game I hope that they have dialogue during combat, most importantly stuff like "Suffering critical Damage!" or even stuff like "Thanks for letting us retreat, almost died out there."

The best example I can think of this is Starcraft's unit quotes.

4
Suggestions / Text adventures
« on: February 04, 2015, 08:08:07 PM »
One of the easiest ways to add story to the campaign is text adventures like FTL or King Arthur: The Role-Playing Wargame did.

Get involved in politics?  Text adventure.

Quest for a Universal Access Chip or rare item/loot?  Text adventure combined with flying your ship to specific places to continue the text adventure.

Huge decision that fundamentally alters a planet (ex: making it more stable or produce more things), text adventure combined with the planet's description or market actually changing.

Take on odd jobs?  Text adventure.

Exploring the fringes of the Sector?  Exploration or random event types of text adventure which go hand in hand with the non-Core worlds that are randomly generated every new campaign.

5
Suggestions / Spinal Mount weapons bigger than large mounts
« on: November 26, 2014, 06:34:22 PM »

http://www.projectrho.com/public_html/rocket/spacegunconvent.php

Traveller RPG: Spinal Mount
http://wiki.travellerrpg.com/Spinal_Mount

An example of a spinal mount weapon is the Onslaught's Thermal Pulse Cannons.

One example where adding more spinal mount weapons might be good is the Paragon.  Those two large energy mounts on the front are the same as the two large mounts on the side except that the front ones have terrible firing arcs.  Making the two forward large energy mounts spinal mounts (increasing their damage) would be a good trade between cone of fire and damage.

If the spinal mount weapons are modular, they could fit into long rectangles instead of the squares that the small, medium, and large weapons fit into.

What I cannot figure out is how to put spinal mount weapons on ships that are not big enough for large modular weapon slots.  Having small, medium, and large spinal mounts sounds like a lot of work.



Halo UNSC ships are big on spinal mount MACs running through the middle of the ship, for all ship sizes (except for carriers?).

UNSC Marathon Class Heavy Cruiser

http://annihilater102.deviantart.com/art/UNSC-Marathon-Class-Heavy-Cruiser-318689706

6
General Discussion / Wolf + Monitor is amazing
« on: November 05, 2014, 07:13:23 PM »
I just bought a Monitor from Sindrian Diktat and it is the perfect distraction away from my Wolf.  And it is so much cheaper than bumping my flagship from the starting Wolf up to a destroyer.  Without the Monitor I have trouble killing cruisers with my blaster.  The only time the Monitor tends to die is versus heavy bombers and of course any capital ship.  Also the Monitor is really good at killing strike craft with its built-in flak cannons so that shores up some of the Wolf's weakness there.

7
Suggestions / More Carrier Skills and Hull Mods
« on: November 05, 2014, 01:20:48 PM »
There are absolutely no skills that benefit strike craft unless the + flux capacity + flux dissipation and + armor per rank in those 3 skills that apply to all ships also apply to fighters.  Yes for carriers that kite and avoid combat extra missiles skill is nice for long range missiles and faster engines are always good.  But nothing else is good unless your carrier can also handle itself in direct combat and only then all of the many direct combat skills apply.

Should we have more skills that buff strike craft and carriers?

No hull mods benefit strike craft.  Should some hull mods benefit strike craft?

8
General Discussion / Secure Comm Access Granted
« on: November 04, 2014, 05:56:07 PM »
What does Secure Comm Access Granted mean?  Once I reached Cooperative with the Hegemony I got this.  Is this basically a legal comm sniffer for every single one of the relays that they own?

9
General Discussion / Wolf + ITU + Aug Engines + Blaster can kill cruisers
« on: October 25, 2014, 03:07:27 PM »
A Wolf with an Integrated Targeting Unit and a Blaster (I also had Augmented Engines, don't know if those are required) can kite larger ships pretty easily by flying backwards.  If you are careful and stay at the maximum range of your Blaster you can hit their shields while they don't have the range to hit you back, nor can they close the distance because you are too fast, nor do they vent because they are too scared of your Blaster being in range.  Then once they overload or are forced to vent, attack them then back off when they recover.

I killed a Falcon with one Wolf this way, taking no damage.  I haven't tried larger ships but wow, a starting frigate (though I was a high-level character) that can kill a cruiser.

10
Suggestions / Is storage to market overpowered?
« on: October 22, 2014, 08:36:53 PM »
I have a theory that there is a way to have both the cargo efficiency of the Atlas and the "smuggling" high-profit play that the Atlas is supposed to be bad at.

Spend $5000 to buy storage space on a barren world that has food shortages.
Use Atlas to quickly and efficiently store massive amounts of food in your storage space (hey, the tooltip says that the food is certified edible for at least 5 years).
Every time the barren world has a food shortage, visit it and take food from your storage space and sell it.

Is that overpowered?  Should this be kept or not?  I mean this might be cool because it might be really really good to promote market stability.  Have a shortage?  Faced with a blockade?  Local warehouse to the rescue!  Because this is like the opposite of a blockade that decreases the world's stability because of a shortage, might fixing the chronic shortage problem this way actually increase the world's stability?

If we are keeping this, then why can't this storage to market transaction be done over FTL comms without you even having to visit the planet or maybe even the star system?

11
General Discussion / Yay for missile AI
« on: October 22, 2014, 08:03:26 PM »
Some missiles are trying to curve around my Wolf's shields and hit my unshielded engines.  That makes combat way more exciting!

12
Suggestions / Autofactory Ships and recycling mechanic
« on: July 17, 2014, 01:44:19 PM »
A new Auxiliary-class ship similar to the Construction Rig whose purpose is recycling and an autofactory that builds things bigger than trade goods, not the repair that the Construction Rig does.  I know small autofactories might be everywhere and be how the supplies you buy from the outpost are converted to exactly what you need, but a large autofactory could do cool stuff beyond repair.  After all the Construction Rig was "Originally designed to assemble large ships and installations in orbit"

An autofactory ship would probably be as rare as Construction Rigs there is because of how autofactories are the most precious machines in the entire Sector.

It is conceivable that Strike Force Pollux had a few of these for emergencies during their long flight.


Recycling mechanic:

There could be ship classes or Engineering skills that improve the loot you get from battles because you more efficiently tear apart and recycle the debris after the battle.  That is something a Construction Rig could not do, which is why we might need this other class of Auxiliary ship.

13
Suggestions / 3-way combats (defending civilians)
« on: June 15, 2014, 06:42:30 PM »
It would be fun to have combats in the Campaign that are not just fleet vs fleet.  For example, convoy defense like Homeworld 2: Mission 2 or defense of a station or planet against bombardment like Homeworld 2: Mission 15.

14
General Discussion / State of biotechnology in the Sector
« on: June 13, 2014, 05:43:43 PM »
We already know that computer programming is still a vibrant field in the Sector but UACs and autofactories are somewhat irreplaceable.  And "terraforming nanites" may not be present at all anymore.

But what about biotechnology?  Were humans genetically modified before the collapse and is that hereditary?  What kinds of genetic modifications might have been done to crops to adapt them to grow easily on space stations?  Are there bioweapons?  Have pets like dogs been genetically modified?

Is medicine an area that is still vibrant or is it dependent on UACs?

15
Discussions / Dark Space book reminds me of Starsector
« on: June 13, 2014, 04:58:36 PM »
Dark Space by Jasper T. Scott

Humans have a remnant government almost exactly like the Hegemony of Starsector.  The average civilian's life is so harsh they are called "grubs" because they can barely afford freeze-dried food.  And the collapse of galactic civilization happened because enemy aliens with great cloaking infiltrated the Humans' interstellar gate network from the Human's first intergalactic gate.  Human ships have shields, lasers, beams, missiles, and point defense.  The aliens have slower engines, no shields, better point defense, some kind of lasers and beams, and "missiles" that are guided energy torpedoes that cannot be shot down.  Although unlike  Starsector human civilization is somehow bouncing back now that humans have cloaking too.

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