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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 - mangalore

Pages: [1]
1
General Discussion / So Trade rework still in progress?
« on: August 11, 2019, 05:11:51 AM »
Hey, sorry yes, that question.

I come back to the game after a year or so and it seems a lot of it is reworked, particularly intel/missions. What I was wondering is where the trade missions went, they seem very sparse and not very balanced (aka I am in luck encountering one or two missions and most are by pirate bases wanting illegal goods).

While trade was always an issue I felt the last iteration with trade missions had about the most interesting gameplay loop if you wanted to go trader for a while as you had to figure out where to find the goods demanded and see how to deliver everything on time. At least a major step up to before where the only profitable trade was food shortages.

The current state seems a major step back compared to the state last year. I also find the intel screen far less informative in gaining an overview of missions and trade opportunities.

It seems a tad strange because trade may be just a secondary gameplay loop to combat, but it is certainly more involving than surveying/exploration pretty empty space as you are at least in the region where most combat happens. Arguably I also dislike how all bounties are now miles away and you waste tons of time trekking from and to the targets. Only upside of that is that it makes faction warfare far more interesting because it is at least in the region where the fun is.

2
General Discussion / Auto reinforce too easy and difficult to judge?
« on: September 09, 2016, 12:16:58 PM »
So playing again after a big hiatus I like a lot of the new strategy map layer stuff but what I really have diffculties with is how easy nearby allies reinforce fleets. It's also not very obvious to me when this will happen. I see two pirate fleets and judge I can take them one by one but if you engage at a (to me) unspecific point where their distance is below an (to me) unseen threshold I face both fleets and am in a world of hurt although I specifically want to not engage the two fleets simultaneously.

I assume this is meant to create bigger more dynamic battles but thus far in the early game it mainly caused a ton of abortive battles and save spamming because even if I plan to do hit and run tactics this new mechanics makes it at least very hard to do and arguably even harder to actually see if you accomplish it, at worst it means I have to scrap any attempts of playing that way.

Am I missing something (aka can you somehow see when two fleets will join in battle against you?) or am I the only one feeling this more a detraction than an addition to the strategy gameplay?

3
Have a very random CTD with my modded game. Everything is fine but when I enter some port sometimes it crashes.

is it this faction not found error? Game is modded so the main question would be how to debug which part is doing this.
I'm playing Mayorate with some added ships but I already had these ships in certain markets on offer though this seems the only lead as I had weird CTDs with variants of those ships even if I made them identical to the one working.

Code
4800209 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Theisman by 6.0204684E-4, is now 0.07132232
4800209 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Theisman by 6.0204684E-4, is now 0.07177386
4800354 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: player
4800354 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: player
4800354 [Thread-4] INFO  exerelin.world.MiningFleetManager  - Trying mining fleet for market Bunnigus
4800357 [Thread-4] INFO  exerelin.world.MiningFleetManager  - Spawned Tiandong mining fleet of size 14
4800358 [Thread-4] INFO  exerelin.world.MiningFleetManager  - Trying mining fleet for market Puck
4800362 [Thread-4] INFO  exerelin.world.MiningFleetManager  - Spawned Mayorate mining fleet of size 18
4800362 [Thread-4] INFO  exerelin.world.MiningFleetManager  - Trying mining fleet for market Masset II
4800362 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: player
4800627 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
4801913 [Thread-4] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab: null
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.getWeaponsOnRolePick(BaseSubmarketPlugin.java:368)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsForRolePicks(BaseSubmarketPlugin.java:330)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsBasedOnMarketSize(BaseSubmarketPlugin.java:315)
at com.fs.starfarer.api.impl.campaign.submarkets.OpenMarketPlugin.updateCargoPrePlayerInteraction(OpenMarketPlugin.java:54)
at com.fs.starfarer.coreui.R.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.J$3.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.T.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.T.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.T$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown 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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
4802120 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [mayorate_friendly.ogg]
4802120 [Thread-10] INFO  sound.H  - Playing music with id [mayorate_friendly.ogg]
4803478 [Thread-4] INFO  sound.O  - Cleaning up music with id [RunningDark.ogg]
4803478 [Thread-4] INFO  sound.O  - Cleaning up music with id [RunningDark.ogg]
4803494 [Thread-8] INFO  sound.O  - Cleaning up music with id [mayorate_friendly.ogg]
4803622 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [mayorate_friendly.ogg]
4803622 [Thread-10] INFO  sound.H  - Playing music with id [mayorate_friendly.ogg]
4803711 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.getWeaponsOnRolePick(BaseSubmarketPlugin.java:368)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsForRolePicks(BaseSubmarketPlugin.java:330)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsBasedOnMarketSize(BaseSubmarketPlugin.java:315)
at com.fs.starfarer.api.impl.campaign.submarkets.MilitarySubmarketPlugin.updateCargoPrePlayerInteraction(MilitarySubmarketPlugin.java:63)
at com.fs.starfarer.campaign.ui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.coreui.publicsuper.<init>(Unknown Source)
at com.fs.starfarer.coreui.publicsuper.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown 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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

4
Suggestions / Gimping backing away?
« on: November 08, 2015, 09:42:49 AM »
I was just pondering this and I realize this might have too drastic consequences particularly for the AI but it seems to me most ships in Starsector are very forward focussed instead of of broadside focussed.
The consequence of that is that the ususal standard tactic is to dash forward all guns blazing and then hit reverse and dash out to clear your flux outside (hopefully) too much enemy fire.

Things is, is that the best way? Given all ships have their engines on the back, shouldn't they be severly restricted in backing away giving their main engines will just push them forward?

In terms of gameplay I mainly wondered if it would be more interesting if big battleships had to slug it out at a distance instead of this frontal charge that allows all their weapons to blaze away while still having a save reverse button to back out of the mess. That if you are in that mess you have to actually push forward and take a long turn around to make a new pass at the enemy or stay and fight.

The idea came to me from the big steel ships of ww1 and ww2 where battleships could literally take an hour to make a complete turn to find a new attack vector. In space the reverse thrust should be even worse than at sea.

5
Suggestions / Organizing your fleets into squadrons/divisions?
« on: August 09, 2015, 03:13:37 AM »
Just a quick thought.

It would be nice if you could organize your ships into groups. Most prominently separating combat ships from logistics as the later never should be deployed in combat if avoidable.

Additionally it would be nice to have groups for your fleet to quickselect in tactical view, e.g. my fleet has 8 units of torpedo bomber, splitting them into two squadrons would ease the way to control their attacks.

In a similar vein you might want stand off and carrier ships to deploy at a certain rally point while you maybe have your remaining ships as destroyers/cruisers following individual battle cruisers.

Maybe would allow for more organized AI behaviour in the future as well but my main idea is to make deployment and tactical view more convenient for players.

6
General Discussion / Q: Cozying up to faction with hostile attitude?
« on: July 26, 2015, 06:28:46 AM »
Hey, just wondering about a problem I have in my Starsector Plus game. The Mayorate hates my guts because I started out as a hegemony captain. Thing is, is there a way to fix hostile relations? As is, they will engage me on sight and ports are closed from me so no trade or food relief which leaves pirates and bounties.

However it seems I don't get any bounties from the Mayorate and hunting some pirates in their system didn't change relations either. Not sure if Starsector plus and vanilla do things differently but can I correct my standing with them?

Are there any other options?

I could fix relations with others but they were only down to suspicious.

7
I wonder mainly about tweaks to the UI and gameplay without adding any more info per se, more speeding up the dull parts.

1) Ability to Zoom out more to simply have a better awareness where in relation of the map you are (aka where the planets and stations are). Deluxe variant, transition from zoom out to map view instead of separate views (more of a nice UI effect than necessary though).

2) Current speed up seems a bit low particularly in system travel where it can take you minutes to cross the system and since you need the wormholes you can get stuck pretty far away from them. If nothing happens in the system it means you are screwed to waste time. Holding down the shift key and yawn is not really gameplay.

It would be nice if you could speed up the time 2x, 4x, 8x/6x if you want.

3) Hyperspace overlay of the systems with all planets you travel to. With only some gravity sinks it would be nice to know if Barad is currently close to any of the outer planets or if I rather take another entry point. The ability to know planetary rotation should not really be unknown when you have star charts of the systems. Currently that is unknown so there is not much point in entering through half the possible jump points because you have no clue where your targets are in relation to those entry points in the system view.

edit

4) The tactical and system map could use a closer zoom in as it is very hard to select certain targets or own units when there are many layered on top of each other.

8
General Discussion / What does escort do?
« on: January 12, 2015, 11:25:40 AM »
I was wondering what the AI package for escort commands is since I hoped to abuse it to force groups of ships to stick closer together and maybe better concentrate fire but it mainly served for escorts to get themselves  killed a lot. They seem to be more concerned slavishly following the lead ship oblivious to any threat and neither engage anything threatening said lead ship nor engaging anything threatening them.

Saw quite a few of them awkwardly maneuvering off my bow while getting shot to bits.

9
General Discussion / How do you beat 300k - 400k bounties? (Starsector+)
« on: January 03, 2015, 09:38:53 AM »
It's really annoying. Here I am with 2 Paragons and 2 battlecruisers and these fleets are impossible to take on without major casualties (usually one of the battleships included). I had pairs of Conquest cruisers show up in bounty fleets and just shred through a Paragon as if it were nothing (heavy armor, reinforced bulkheads, stabilized shields,... still gone inside 2 minutes), just faced an Onslaught and one of my Paragons got owned in a few minutes as well and I couldn't outrun those fixed weapons.

I mainly don't get how to fight this without having higher losses than I can replace. 400k will barely replace a lost battleship and finding good equipment costs time so in the next battle the replacement might be worse off and at an even higher risk to get blown to pieces.

My main problem seem to be a lack of logistics. With my heavies I have trouble adding destroyers / frigates, currently I rely more on fighters but maybe a flight of Wolf frigates can create so much chaos that I get a chance again.


So any late game tips? It seems assassination missions are easier to do as those fleets look far less scary than what those pirates have.

10
Suggestions / Command Points and formations and yeah boarding
« on: January 03, 2015, 09:31:10 AM »
Command points
Having played the game for two weeks now (thanks for a wasted vacation and little sleep!) one major gripe I have is how the command point system works. In essence I find it completely breaks the tactical aspect of the game and essentiall makes the tactical overview pointless. The AI ships have difficulty exercising orders as is so it's not even like using a command point guarantees the AI is capable of doing what you ask it to do. It's even worse when you accidently waste a command point and now are stuck with giving no orders at all.

What I would think more practical that instead of spending command points you lock them on standing orders. Aka ordering your ships to rally at a specific point will lock a command point but if you cancel that you get the command point back. In essence you still limit the amount of micro (you can at best micro a single group of ships per point) but you do not make it impossible to at least give a little control on the battle throughout the fight.

Imo the change would be rather minor, one probably would have to rebalance how many command points one gets from objectives (overall fewer orders in parallel necessary) but the tactical view would have at least some sense.

Formations
I would also like to see some form of formation system that allows you to keep ships in a certain order (e.g. where your flagship is, where the missile support will try to be and which ships will be close and personal and which will try to stay afar). Currently there is only the escort system which however usually has the effect of the escorts slavishly following their lead ship and getting shot to pieces without even fighting back effectively. It would be nice to have more cohension on the battlefield as ships in a formation try to attack the same target, protect each other by keeping closer together. It doesn't have to be perfect but something more defining and active than the pretty opaque escort orders that allow cruisers to organize to hit a bigger ship together instead of everyone doing his own thing.

Boarding
I would really remove that feature. It is just random and by now I mainly shoot everything that still moves after a battle. It also makes little sense to me that there are so many suicide bombers in those fleets. The few people barely surviving a battle usually just wanted to get rescued and not do stuff that will lead to the victor shooting them after the battle.

Imo it would be more interesting if you could decide to tow disabled hulls back to a station if you desire and then restore them. Make it expensive, make extremely damaged hulls too broken to tow, only capable to restore to a damaged status, make such hulls essentially scrap metal not earning you much but get the randomness out of the system.

It would also be interesting if there were ways to disable ships but limit the destruction on them, e.g. an ability to destroy the power grid so a ship is forced to surrender as it is helpless but which limits the amount of hull damage it takes.









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