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

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Messages - SaberCherry

Pages: [1] 2 3 ... 8
1
General Discussion / Re: Brawling Simulator
« on: July 23, 2023, 12:27:45 AM »
...So I guess nobody's ever tried this?  Honestly, I think it's pretty useful.  I'm happy to give more documentation if anyone is interested.

2
No S-mods.  Well, next time something like this happens I'll take a pic on my cellphone.

3
First off, thanks for answering so promptly.  Second, I wanted to confirm what you said and actually it now works correctly (Augmented Field Drives now give 10 burn).  And yes, I forgot I was using a skill that was conditional because I looked through all my skills and the most important feature (burn) was buried at the bottom.

That said, I did equip the ship with just militarized (result: 7 burn), just augmented (result: 7 burn) and both (result: 9 (+2) burn).  Whereas now I can just put in augmented and get 10 (+3).  I can't show you the screenshots because they don't get captured correctly, but that is what happened.  I did catch one though.

https://snipboard.io/udiB65.jpg

There are others, but they always cut off the text of the F1 screen for some reason.  This one isn't very useful since it doesn't capture the essence of the problem that with either one alone I got burn 7, and then later (reloading but not restarting the game) I got burn 10 with just augmented.

4
For some reason I can't take screenshots of this, they come out missing the f1 screen.  But anyway, I have 2 Colossuses.  One has Erratic Fuel Injector and Increased Maintenance, and shows Maximum Burn 9 (+2) - note that I hacked the local Makeshift Nav Buoy.  The other one has Degraded Drive Field and Increased Maintenance.  It shows Maximum Burn 8 (+1).

So far, so good.  But actually I want my fleet to have speed 9, so I gave it militarized subsystems.  And when I do that, it drops to 7.  Augmented Drive Field is expensive, but when I give it that, ...  it also drops down to 7.  When I give it Augmented Drive Field and Militarized Subsystems, it goes up to 9 (+2).

I get that I bought this from a weird guy I met in a bar who didn't mention any d-mods, and the price was pretty low, so I guess this is understandable.  But I'm pretty sure the game is not supposed to work this way.  Oh, and when I get out into hyperspace, my max speed is still 7.  When I scuttle that ship it goes up to 9 (18).

I have 2 Drams with Degraded Drive Fields.  They both work fine; they have Militarized Subsystems and run at burn 9.  But yep; I'm not going to buy any more ships at bars or any ships with degraded drive fields until the next patch.  For now I'll just get rid of that cursed ship ASAP (after I deliver the cargo it holds).

5
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 04:01:28 PM »
Goodbye, Drover, I hardly knew ye.  Let's welcome our new star, Heron!  (kidding, I'll have to try it out.)

I'm really excited about almost all of the changes - lots and lots of irritants removed (like hunting down tiny evasive fleets).  Not sure about Needler/Railguns, though.  And I suspect that without a reduction in OP the nerf to Deck Crews might be a bit harsh, and just lead to dropping it altogether (which is fine with me).

Piloting REDACTED ships sounds like fun, too.

6
Suggestions / Re: Additional column "available" in custom production tab
« on: October 15, 2020, 01:32:25 PM »
Good idea.  I'd also like to see "owned" split into "used" and "free"; currently "owned" does not count "used".

7
Oooh, I like this (though honestly a path string would be fine).  It would also prevent a bunch of Google searches for "Starsector install directory".

8
Suggestions / Re: Achievements ideas for starsector
« on: October 13, 2020, 12:18:25 PM »
I've never cared about achievements.  They actually have them for nonbranching visual novels on Steam, which is pretty funny.  However, I did like Badass Points in Borderlands 2, aside from the ones that were co-op only.  There were never necessary and only marginally useful, but always made "just playing the game" feel like progress even when you didn't find any good loot.  And many of them, like dealing X damage with an elemental shield, made you play the game in interesting alternative ways that you might have otherwise ignored or overlooked as "not optimal".

9
General Discussion / Re: Best exploration fleet?
« on: October 13, 2020, 10:18:37 AM »
In my experience, putting any sort of combat equipment on logistics ships ends up being self-defeating; not only could you have given them more storage or a buff to your surveys or salvaging, but if I have to deploy a colossus or a prometheus, things have gone horribly, horribly wrong.  After I've seen to their logistical use with expanded holds, efficiency or whatever, I tend to give them unstable injectors, armor mods and such; anything that keeps them alive and helps them disengage faster is worth far more in my opinion than whatever minor contributions they might make to combat.
Phaetons are kind of a special case, because they only need to start full of fuel, then they become a liability, like early rocket stages that are discarded during launch.  Once you get to your destination and you're half-empty, it doesn't really matter if you lose one, and they're easy to replace once you get back to civilization.  Furthermore, +30% cargo for +50% cost is not hugely compelling to me on a civilian ship except when you're at the fleet size cap.  Anyway, carrier AI plays it pretty safe.  I have lost a Colossus this game, but not a Phaeton.

In terms of "What is the best exploration fleet", it would not surprise me if primarily Tarsus/Phaeton carriers plus a handful of frigate/destroyer escorts was optimal.  If you lose some, you have extras.

Quote
A note on salvage gantries: I'm pretty sure they only increase the amount of regular loot you find, such as metals, fuel and supplies; I don't think rare things like blueprints are affected.
Yep, but considering the OP is running out of fuel and supplies, that's exactly what he needs.  They have diminishing returns though so I don't bother with more than 1 (destroyer-size) in a fleet.

10
General Discussion / Re: Starsector has ruined Mount & Blade games for me
« on: October 13, 2020, 10:04:27 AM »
I fully support indie devs and smaller dev companies such as Tale Worlds, sunk thousands of hours into Warband and Viking Invasion, yet was utterly dismayed with the quality of launch of Banner Lord.
When it was in development for 10 years, I really didn't understand how it could possibly be unfinished at release, but there you have it...

Another game to watch out for is Subnautica Below Zero.  I waited a year after it became available on Steam, then started, assuming maybe some of the end-game content was incomplete.  Then after a couple weeks (fortunately I had not played much), they invalidated save games by completely dumping the original start and storyline and who knows what else (and this is for a game with a lot of voice-work).  I don't recommend touching it until final release, "Very Positive" reviews notwithstanding.

11
General Discussion / Re: Best exploration fleet?
« on: October 12, 2020, 06:15:48 PM »
I normally slap survey equipment and fighter bays on my cargo/fuel ships.  High-resolution sensors plus survey equipment can fit on a Mule since it doesn't need Militarized, and Pirate ones also have shielded holds, making it a decent utility freighter despite the supply cost.  Alternatively, Hegemony civilian ships are pre-militarized, allowing extra logistic mods (sensors, efficiency, militarized, augmented field drive, expanded cargo/tanks, survey module are all useful for exploration but you can only pick 2 excluding built-in ones).

Personally, after prioritizing logistic skill perks, I don't have much trouble with supplies/fuel, and I lug a Legion around with my 45-ship fleet.  Normally I find most of what I need salvaging.  Salvage gantry ships are helpful there.

Incidentally, Tarsuses and Phaetons are extremely efficient carriers, at 3DP and 2 fuel/LY for 1 wing, with decent armor and 4 small ballistic slots.  Crew costs 10 credits/month and converted hangars add 20 minimum crew, so there's that too, but they still compare well to a Condor.  You can give them Wasps or Broadswords to minimize crew losses.  In my current game I've been routinely deploying a Phaeton as a carrier and it's racked up an impressive amount of damage dealt (same with the Colossuses, but they are not really efficient enough to use that way).

12
Suggestions / Extended Weapon Specs
« on: October 12, 2020, 04:08:53 PM »
The in-game weapon specs are already quite informative.  There are just a few things that are not covered, which would be helpful:

1)  Numeric projectile velocity.   For missiles this is listed as fast/slow/etc, which is marginally useful.  But for guns it's absent, which makes it hard to determine what is useful for point defense, for example.
2)  Turret rotation in degrees/sec.  Again, this is sort of there, but unquantified.  This would also be useful for missiles.
3)  Explosion radius, for anything with a radius, like flak and torpedoes (?).
4)  Burst duration for burst weapons (not very important).
5)  Weapon HP, if it's different for different weapons (?).
6)  Whether it will target/prioritize fighters.
7)  Whether it will target/prioritize missiles.

If these were programmatically derived, rather than Strings (which seem to be the case for most fields, given the way burst count, damage, and DPS values are displayed very differently in different mods) then it should be pretty easy to include the exact values.

13
Base armor is very significant on the ship with the highest armor in the game, for which IM1 is least relevant, and even then IM1 is what decides damage once armor is stripped, rather than base armor.  On other ships with less armor, IM1 is even more important.

14
I'm not sure how relevant this is, but the one time I had a massive permanent slowdown - which was solved by saving (which took a long time), exiting, and reloading - was when I put a whole bunch of stuff into storage.  The game was fine; I pushed a bunch of stuff into storage, and while doing that, it got extremely sluggish...  and never recovered.  Since people mention this sometimes happening after a big battle or visiting a colony, I wonder if inventory management could be involved.

This was a modded game with Nexerelin and various others...  specifically:

{"enabledMods": [
  "raccoonarms",
  "automatic-orders",
  "lw_autosave",
  "alportraitpack",
  "alibportraitpack",
  "alrnportraitpack",
  "blackrock_driveyards",
  "CombatAnalytics",
  "DisassembleReassemble",
  "Imperium",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "nexerelin",
  "ORA",
  "TAR",
  "SCY",
  "shadow_ships",
  "swp",
  "speedUp",
  "Sylphon_RnD",
  "THI",
  "transfer_all_items",
  "US",
  "lw_version_checker",
  "yrxp",
  "shaderLib",
  "prv"
]}

15
Armor is great already. High Armor is already massively better than low armor due to the 5% rule.
...unless you have Impact Mitigation 1, which makes it irrelevant.  But I agree that armor (on un-captained ships) is most relevant once it's been stripped, which is a bit counter-intuitive.

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