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Topics - woodsmoke

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Had to drop shields and eat essentially a full barrage of pilums to avoid overloading, after which all of my weapons went permanently dark (as evidenced by the first picture contrasting my own ship with one of my officer's) and none would autofire for the duration of the battle. I got the green text saying the weapons were back online, the little square indicating autofiring is active is lit up and, if I swap between them all while paused the weapons all light up as they should (per second picture). I can manually fire all the affected weapon groups but as soon as I switch away from them the weapons go dark again and cease firing (picture 3).

I've run into this before but never so early in a battle as to make it a serious problem so I never bothered to document and report it.

This is one of the reasons I'm a bad beta tester.

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General Discussion / Seed ...finder? Mapper?
« on: September 09, 2023, 07:46:53 PM »
I started a game a while back with a vanilla seed I really liked. I don't remember details but I wanted to restart the run for some reason or other and, because I'm an idiot, after copying the seed and deleting the save file I went to the character map to get a special character for my character's name. One which didn't have an alt code. So I copied it to the clipboard then immediately realized what I'd just done and commenced the self-kicking.

I've generated what I should probably consider an embarrassing number of new games since then, hoping to find that particular seed again. A fool's errand, to be sure, but as I'm obviously a fool...

Suffice to say I haven't had any luck, so I thought I'd ask here if there's any sort of seed mapper for the game I might use to find the one I'm looking for. I don't suppose anyone's put together a program or perhaps a website that might help me in my witless endeavor?

Or, hell, I'll describe what I remember of the seed (not much, but should be enough for identification purposes) and hope I'm far more fortunate than I've any right to be and one of you actually has it on hand in one of your games. More or less immediately north of the Core was the Rotanna constellation. One of the stars therein was Gream, which I believe was a red giant. Possibly a dwarf. East of that (so east-northeast-ish of the Core) was Telephassa as a yellow star. I don't recall whether it was part of the Rotanna constellation. East of the core Sawal and Diyu (or was it Dawal and Siyu?) comprised a binary star system sat all by its lonesome, not part of any constellation. I don't rightly remember anymore than that but I expect that should be enough to determine whether it's the seed for which I'm looking.

I'm keenly aware of the probability I'm being irrational about this; the whole bloody point of the random seed generation is to have fun exploring a whole new Persean Sector. If, as I strongly suspect will be the case, it turns out I've no recourse but to continue banging my head against the wall of near-infinite new game creation or simply admit defeat at my own stupid hands, I'll make peace with the latter and move on. But I figure it can't hurt to ask here first.

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General Discussion / Pure(ish) Luddic run
« on: July 16, 2023, 10:39:30 PM »
As per the title, I'm playing a campaign in which I'm trying to stick more or less exclusively to Luddic ships and weapons. The former isn't proving particularly difficult; eradicator + venture seems to make for a pretty effective hammer + anvil fleet, to the point I struggle to figure out where manticores fit in and I've all but given up on frigates, which is certainly a change from the wolfpack fleet I ran in my last game. I haven't gotten to play with the retribution or invictus yet but I'm very much looking forward to both.

What I need help with is weapons and loadouts. Weapon selection for LC seems really limited; near as I can tell their offensive kinetic weaponry (beyond the stuff available on open markets) effectively begins and ends with autocannons, which is... not ideal in a sector where railguns, needlers and HVDs exist. Explosives ain't much better; missile selection seems decent enough but, again, no heavy mauler or light/heavy assault gun (and probably other goodies I'm forgetting). I've been making do with heavy mortars but I know anything more threatening than a pirate junker fleet is going to eat me for breakfast with the loadouts I have.

The thought has occurred I'm just playing them wrong. Given the weapon selection available it kinda' seems like they're built for an aggressive, overwhelming force style of combat: come in hard with kinetics, overload target, launch missiles and call it a day. Except, at least in the case of eradicator (non P, obviously) and venture, they really don't have the mobility to make that happen against most ships.

So yeah. Please to share your best builds for LC ships, perhaps keeping to LC weaponry where reasonable but I'm not strictly married to that idea.

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General Discussion / Carriers hoarding interceptors
« on: December 06, 2022, 10:35:58 PM »
This may be an edge case but it was frustrating enough I'd like to understand why it happened if it's "working as intended."

I'm running a relatively small wolfpack fleet; medusa flagship, 2 each hammerheads and enforcers, a sniper/suppression sunder, tempest and two lashers - all with aggressive officers. I also have two herons, each with three spark wings, for the explicit purpose of countering enemy fighters. Had just jumped into the fringe of a system with pirate activity and set about taking on the four fleets present. I was obviously heavily outnumbered but, between loadouts, officer skills and S mods I should have been able to take them without too much difficulty - I've won similar fights several times in the past. This time, however, once the enemy fleets had my own backed up against the edge of the map, allowing me to concentrate my firepower to full effect, my carriers simply hung out behind the warships, hoarding their interceptors rather than deploying them against enemy fighters, leading to my warships being overloaded and destroyed.

As I said, I've fought and won battles like this several times in the past and have never seen my carriers just sit uselessly in the back lines, refusing to deploy their interceptors while the rest of my fleet gets overwhelmed. I can't fathom what the hell went wrong this time. Is it something to do with the default behavior for non-officer ships? The fact we had our backs to the wall? I'd swear I've been in that kind of situation before and my carriers/fighters never derped out like that. Has anyone else encountered something like this before? Possibly a bug?

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Suggestions / [Expeditions] Show 'em the door
« on: November 27, 2022, 03:39:10 PM »
Apologies if this has been suggested before; I did a search and didn't find anything quite pertaining to this.

I'd like there to be some sort of option to intercept enemy expeditionary forces, particularly defeated ones, and "escort them off the premises," so to speak. By way of explanation, I was recently in-system dealing with some other business when a Hegemony expedition was narrowly defeated by my own forces, preventing the raid but not wiping out the enemy fleet, whereupon it immediately set about harassing and attacking everything it could until I finally chased it down and blew it up. What I'd like to have done *instead* of blow them all up is simply send the remaining forces on their way, mission failed but no hard feelings, and hopefully recoup a bit of the rep lost when the expedition was defeated. I know destroying the rest of the fleet didn't hurt my standing with the Hegemony any more but, for one, I worked up to full positive rep with all the established factions before settling my colonies and I'd like to maintain that somewhat (I understand running free ports means expeditions, that's fine) and, second, I generally like to play good guy types and having no option between "let them keep being a thorn in my side" or "go full Terminator on their asses" didn't quite sit right with me.

Ideally, this would also be an option if you've intercepted the expedition en-route and your own fleet is clearly superior to their own, with a concurrent reduction in rep loss (only 1 or 2 points, say) for the expedition failing. Maybe that option could require a story point.

Basically, I just want to way to be civil about showing unwelcome guests the door without doing so kinetically.

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General Discussion / Tactics vs. Carrier Fleet
« on: August 08, 2016, 06:49:12 PM »
So I came across this sumbitch while playing today.

Spoiler
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Normally carriers aren't a problem for me; I just transfer command to my medusa, hop behind enemy lines and hunt down the condors while my fleet handles the rest of the enemy's ships. The problem is, in this case, there's precious little else to handle, and between the eight of the bastards the battle map is essentially just wall-to-wall missiles and fighter wings. I'm basically squaring off against a zerg rush and finding, much to my frustration, none of my usual tactics seem to work. If I try to rush the carriers I get surrounded and overwhelmed and if I try to lure them out my ships start running into CR problems before the carriers simply turn tail and run as soon as their fighter hulls are exhausted anyway. I've fought fleets boasting multiple battleships gave me less grief than this one.

This is my fleet, for reference.

Spoiler
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Any ideas?

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General Discussion / A (probably) crazy idea
« on: April 09, 2016, 11:38:12 PM »
I'm doing a bit of an experiment at the moment. The idea is to see if I can go from an honest trader beginning to fleet-commanding privateer without ever using the black market. I've gotten off to a fairly solid start with two mules outfitted to be as sturdy and radar-stealthy as possible and somewhere north of 300k credits in the bank so far. Which is plenty enough to buy a few frigates, maybe even a destroyer or two, and outfit them all, but for the fact I don't have access to faction markets and open markets never have anything more combat capable than mules, hounds and cerberuses (cerberi?). Naturally, the same is true for armaments.

The obvious solution seems to be to pick a faction and just do all the missions for them until they like me enough to grant me access to their markets, then go hog-wild creating and outfitting a fleet - I figure by the time I've done enough missions to get the Hegemony to like me that much I should easily have at least a million credits, though I suppose my profit margins would necessarily narrow some when I'm focusing on a particular faction rather than the most lucrative job available. At any rate, I'm curious if there's an easier way to go about it which I might have overlooked, which is why I'm posting here.

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