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Messages - Tindahbawx

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1
I mean why would you use a normal onslaught over a XIV one? It's effectively a straight downgrade.

Maybe its just a cost issue, like every military has to deal with. Yes you could have fewer super special XVI Onslaughts, but perhaps they're just hangar queens and require a lot of downtime or the upgraded systems are finickitey and require additional maintenance beyond what is represented in the stats cards for them. May as well just go with more regular Onslaughts that "do the job" over the ones that work better but are more logistically heavy to deal with.

I'd guess it's a tech issue rather than anything else. They have the blueprints and the materials, but actually making them likely requires higher tech materials and parts than Sector can make. At most they can force an orbital pristine forge to make the ships slowly, painstakingly hand-checking parts for quality, and even then they're D-modded.

I like that idea, like dealing with an old worn out printer that doesnt want to do anything but the most basic black and white print jobs anymore. Sure you can put a colour photo print through it, but the result is abyssmal.

2
General Discussion / Re: lazylib not working?
« on: May 05, 2022, 09:37:54 AM »
Probably want to post the .log file both on here and on Discord.

3
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: April 13, 2021, 02:26:58 AM »
Is anyone finding that a lot of the AI Kadur fleets seem to repeatedly get stuck in the black hole in their home system. They don't seem to avoid it or path round it whatsoever, so if you have conquered the system back for them, and they want to path across the middle of the system to reach a jump point or other planet they will blithely just sail themselves right into the black hole and get stuck. In my current playthrough at least half the fleets in that system must currently be stuck in the black hole. Surely thats a significant detriment to their economy?

Unfortunately, I'm still on 0.9.1a and I can't seem to find old download links for previous versions of your mods please add your drive link for previous versions! I plead thy have mercy!  :-[
Its the 2nd line after the header image in the OP, "Or click here for the last 0.9.1a version.".


4
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Tweaks Ed., 0.2.2g)
« on: March 24, 2020, 05:57:32 AM »
is the update working. the game is constantly reporting new update but the download link is HMI_0_2_2g and after uopdating mod game reports an update again

It's on the Discord in the mod_updates channel, but it's a beta version and apparently a major rework of the mod, so I would suggest if you were to update it, you would also probably need a new game?

Thread for the Discord invite link is here:
https://fractalsoftworks.com/forum/index.php?topic=11488.0

5
Announcements / Re: Starfarer 0.52a (Released) - Live Patch Notes
« on: May 03, 2012, 10:30:21 AM »
The implementation of accidents seems to be a little odd, now that I've gotten used to it. I can see what you're trying to do, but I don't think its quite accomplished what you intended.

As it stands at the minute, if you're successful, and have a load of cash, accidents simple aren't going to happen to you any more. You'll have a ton of carriers, troop transports and freighters tagging along after your fleet that you can just pick up whatever you please and not have to worry about it. Additionally if your fleet is past a certain size, you no longer even have to risk having to bring your logistics ships to the field of battle, you can simply elect not to deploy them.

Basically past a certain point, accidents cease to be an issue.

However accidents are a severe hindrance at early game, where you only have a ship or two and have to decide whether or not you want to pack in that nice expensive Large launcher you found to sell, or if you want the supplies, to repair the damage your fleet took acquiring your ill gotten gains. Take  too much, and you're going to have an accident, and possibly lose a ton of (at this stage in the game) expensive regular crew. Additionally if you do buy a logistic ship to carry about your gains in, and only have a couple of ships, you will be risking that logistic ship on the field of battle in every single battle you engage in. If it dies, say a bomber wing gets all up in its face, post battle, if you win, you then have to go and dump a load of credits via jettison, in addition to having the cost of losing the logistic ship as well. It puts you back about 20k credits, which is a fair bit of you only had a Destroyer and a Condor for example. Got help you if you were using fighters and there's not enough hangar space post-battle too.

You can obviously avoid this by hugging a station and selling your loot after every fight you're in, and not bothering with the logistics ships early game, but that feels awfully restrictive, especially if, in future, you're adding in the ability to travel to different star systems.

Maybe what you need to consider doing is the add an additional chance of accident from having over a certain number of "logistics" ships in your fleet, so as to apply an accident chance to higher level play too. Say for example that beyond a certain number your fleet is simply getting too crowded whilst in transit between planets and battles and the presumably drunk civilian pilots of your logistics ships run the risk of bumping into each other in a crowded fleet, causing an accident.

Just my thoughts! ;)

6
General Discussion / Ship Fitting Thread.
« on: May 02, 2012, 08:32:57 AM »
Hey guys, I'm kinda new to this game and still getting the grasp of everything.

Seems to me that it would be handy to have a thread where more veteran players can share their ship fitting setups that work well. I'd certainly find it useful, and I imagine others would too.

If your Ship is part of a mod, do please mention which mod it comes from!

A standard format like this would probably be useful too:

Ship: (Ship Name)
Mod: (Mod Name)
Slots: (List of weapons in size order)
Mods: (Modifications applied to hull)

Description: A wee description of how you use it correctly in fights would be useful here too probably.

Thoughts?

7
Announcements / Re: Starfarer 0.52a (Released) - Live Patch Notes
« on: May 02, 2012, 08:17:42 AM »
In regards to accidents, I've noticed so long as I keep my supplies below the cargo capacity limit, I can load as many modules as I please into my cargo hold, and no matter what levels that pushes the cargo capacity too, it wont trigger an accident.

Is that intentional?

8
Hey man, how do you deal with Scarabs, while in a Frigate yourself?

They're tougher than some destroyers to crack, and the Pirate faction has a lot of them about early game.

cheers!

9
Announcements / Re: Starfarer 0.52a (Released) - Live Patch Notes
« on: May 01, 2012, 05:00:50 PM »
Hmm, ok, so if we cant turn off accidents, is there some way, in small scale battles, to not get your freighters to come to the battlefield?

Lost 2 so far due to them not retreating fast enough to escape fighters.

10
Announcements / Re: Starfarer 0.52a (Released) - Live Patch Notes
« on: May 01, 2012, 03:40:12 PM »
Yeah but that way you would "touch" the gameplay. The Incident system is a clever way to put limits to the players, it's a design choice. I don't see a *no limits* slider in the foreseeable future.

Mods "touch" the gameplay and you use those, I don't see how you think the ability to toggle accidents is any better or worse than those.

I mean, I could probably grab a ship sprite, and mod in a ship that gives the ability to carry 10 million fuel, 1 million personnel, and a whole planets worth of supplies, add it to the supply convoys and make it cost 1 credit.

Would that be more acceptable to you?

11
Announcements / Re: Starfarer 0.52a (Released) - Live Patch Notes
« on: May 01, 2012, 03:13:58 PM »
Is there any way a noob like me can toggle accidents off while I get a grip on the game. I die too much to be frittering my money away on supply ships.  :-[

The only viable way to disable the incidents without touching the gameplay is adding hard limits. No ty ;)

I don't think so....the chance of having an accident seems to be directly related to how overloaded you are. 10% overloaded "high" chance, 50% overloaded "extreme" chance....so surely its just based on a simple division value check of how much you're carrying vs how much space you have available, and if the result is over 1 you have a chance of accident.

So there must be a line of code somewhere that you can change the min. overloaded value to 1000 instead of 1, making accidents irrelevant.

I assume in later versions there will be a slider as to how lenient that game allows you to be in terms of overloading. You could have "strict" at 1, "easy" at 2, "super lenient" at 3 and "off" at something silly like 100,000.

Of course i could be completely wrong as to how it calculates your "risk factor", but this seems to be the way it is in game.

Edit: Love the ability to buy stuff directly in the refit screen while docked. Thats awesomely more handy.

12
Announcements / Re: Starfarer 0.52a (Released) - Live Patch Notes
« on: May 01, 2012, 02:19:33 PM »
Great wee game.

Is there any way a noob like me can toggle accidents off while I get a grip on the game. I die too much to be frittering my money away on supply ships.  :-[

13
General Discussion / Re: Community list of random tips and tricks!
« on: May 01, 2012, 01:48:46 PM »
Anyone know how to turn accidents off, for now, while I get the hang of this?

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