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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 - Alphascrub

Pages: [1]
General Discussion / How do you play the early game?
« on: July 28, 2019, 05:40:27 PM »
So recent I've began to become very curious on how others play the game. I would love to go deeper here but I'm unsure of how this post would be received. Naturally this post might see a large amount of edits once I figure things out or a complete redesign or abandonment if people aren't really interested in the type of other questions I want to ask such as what kind of sector the generation do they use, how many mods do they use, how long does one of their champagnes generally last, what kind of start mode they use, ect.

The poll allows you to pick three choices however I picked only two since I don't do any of the others often enough to really. Feel free to use all three choices just try to keep it to ones that you use quite a bit.

Also if this is something people dont want to see feel free to comment below, not trying to rock the boat and I'm only curious.

Edit: Removal of strawpoll replaced with forum tool that was staring me in the face.

Edit: I've removed miner from the poll after feedback about it not be available in the base game and replaced it with explorer because its something you can actually do in the vanilla game. This may have skewed results as some may have picked scavenger to represent part of their exploring. Hopefully this doesn't skew things to much but I don't think I need a new poll just yet. This is kind of a learning experience for possible future polls for me so it might be a bit... inaccurate as well as inconclusive. Sorry in advance.

So this is a really foot in mouth moment for me. The moment that I realize that I play such a modded version of starsector that my entire perspective of the previous character/skill system is basically kind of skewed. So without wasting a bunch time sighting past systems Ill just kind jump into what I don't like about the current and hope it doesn't make me look like an ass. Basically I like the new character/skill system but I dislike the aptitude/empty points in it. Here is why. In the new character/skill system you have a total of 99 "skills" you can invest in. You of course gain one character/skill point per level with a level cap of 40. That means you cannot pick up every skill, which I'm completely ok with. However, what I don't like the existence of the empty aptitude points. Meaning points gateway you into a certain skill tree but actually provide you with nothing directly. It just seems silly or wasteful to me that these aptitude points exist in an empty state. What I wouldn't mind seeing is either their remove or integration with existent skills. Here's in example.

In the combat skill tree there is called "Combat Endurance". Its arguable one of those skills that is nice and representative of the skill tree. Its pretty much directly effects the player's staying power. Its not the most powerful skill but its decent. Instead of it being a standalone skill why not combine it with the aptitude skill? This way you waste skill points, while still requiring the player to kind of specialize and kind of setting an overall tone for skill tree that makes sense. Each tree has things you could do this with, Leadership and the "Command & Control" skill would be another great example of a skill that could do this.

TL:DR empty aptitude skills suck, why not combine them with one of the skills within the tree to allow players more choice and not waste skill points.

Kind of stumped here. I attempted a fresh install and did all the proper alterations to memory and re-downloaded my mod files. I still seem to be getting this error message.

Fatal: Spec of class [come.fs.starfarer.loading.specs.Q] with id [moblie_headquarters] not found
Check starsector.log for more info.

log info

java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomShips(
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(
   at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.createTradeFleet(
   at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.advance(
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

I think there might be a conflict somewhere... I don't know.
I also wonder if this might have something to do with the fact that for some reason whenever I edit vamprams I have to use the batch file to start the game. Sorry I really kind of lack knowledge about this stuff and Im not having any luck with basic google searches.

Herp derp stickie pretty much tells me whats wrong in the comments. NGO conflict with dynasector.

General Discussion / Dealing with fighters & bombers
« on: March 16, 2016, 02:15:23 PM »
So I'm unsure if it s the mods I'm running (currently exerlins with multiple mod factions) or just changes to logistics but there seems to alot more fighters and bombers running around in fleets (over 25 bombers/ fighters in the last battle I had not including my own). While I'm OK (hell i think its great)with this I'm just curious how others have been combating this.

Personally I've found PD escort frigates to be the best but I'm wondering what ships and loadouts do other players use to fight the swarms. Personally I'm using a brdy weevil armed An Argus PD medium, particle Lance's and shard gun hullmods focus on shields and operating time.

Sorry for any formatting or spelling errors on phone ATM.

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