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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - DeMatt

Pages: [1] 2 3 ... 7
1
General Discussion / Re: What statistic defines a ships hull size ?
« on: June 07, 2020, 03:29:06 PM »
Um... "hull size" isn't a number, as such;  it's just referring to whether the ship is a "frigate", a "destroyer", a "cruiser", or a "capital ship".  For example, the Mercury, the Shepherd, the Dram, and the Wayfarer are all "frigates" - although realistically the Wayfarer is probably three times the size of the Mercury - and all four will receive the same effect from a particular hull mod.

If you don't recall which hull size a ship is, you can open up the Codex, look at the "Ship Hulls" category, and use the filters to look for your chosen ship.

2
General Discussion / Re: Tugs are the best!
« on: September 15, 2019, 07:56:50 PM »
Speaking of, is the armoured variant a separate blueprint, I would I have to just keep printing and selling Hounds?
The Hound (A) is a separate blueprint from the basic Hound, yes.  FYI, the (A) stands for "Auxiliary", for its special "Militarized Hegemony Auxiliary" mod.  You can sometimes buy them from Hegemony markets, and there's a "Hegemony Auxiliary Blueprint Package" you might be able to find while tech-mining.

3
General Discussion / Re: seeds?
« on: December 04, 2018, 09:20:46 AM »
This one's interesting.
Code
MN-7506062709432917058
Haven't found any particularly valuable outer systems yet, but Duzakh generated with TWO nicely habitable worlds:  Duzakh III-L5 is a 100% Terran Eccentric with low-to-average of all five resources, while Duzakh IV is a 100% Tundra with four resources (missing Volatiles).  No ruins, and the travel time to the lone jump point is long, but it makes for a very valuable core colony.

4
Suggestions / Re: Faction control: commodity legality toggles!
« on: November 30, 2018, 12:35:49 AM »
I like how this would introduce more nuance and granularity to the game. As you observed, I also think that in concert with implementation of your suggested Tariff Slider in-game control this legality toggle would serve the player well.

Would the buffs/nerfs stack across time?
The way I imagine it, toggling a commodity to "illegal" has three effects:
  • You gain no profit from exports, due to it being smuggled instead of properly taxed.
  • Accessibility for that particular commodity goes down, for both imports and exports.  Hope that supply of Drugs wasn't keeping your colonists stable!
  • At the end of each month, any faction which disagrees with its illegality gets -5 Attitude.  Start a new game, toggle Metals to illegal, and 20 months later every faction is Vengeful (-5 times 20 equals -100) to you!
The exact numbers are, of course, up for debate.  Maybe it caps at -49 total, or maybe it caps at -20 per disagreement, etc.  Similarly, to keep players from gaming it, maybe the change only takes effect at end-of-month.

5
Suggestions / Re: Colony control: tariff slider!
« on: November 30, 2018, 12:25:21 AM »
This seems like a bad idea.  I'm not in favor of adding player-adjustable settings that are just math challenges.  Higher stability is a boost to colony income (up to the max of 10).  Higher accessibility is -also- a boost to colony income.  While it's possible that changing conditions might make stability temporarily more valuable than accessibility, or vice versa, at any given time there would be a single correct setting to maximize your profit.

Seems like the sort of thing that I could just assume the planetary administrator handles without requiring player interaction.
This isn't really about the first-order effects, that is the stability and profit margin.  This is more for the second-order effects, that is how accessible your colony is to the other factions and thus how much effect your colony's exports have on their attitude.

I imagine that the exact numbers would lead to "minimum tariffs = maximum profits in almost any circumstance", but the ability to trade "profit" for "not annoying the major powers by trying to break their monopolies", at a finer level than "don't build industries", is a strategic decision I would like.  Similarly, I imagine that the change in profit would generally be fairly minimal - 10% accessibility (or one unit of imports/exports) for 1 stability (or what is lost by not having that one unit of an import).

6
Bug Reports & Support / Re: Autofire wont work with selected weapons
« on: November 29, 2018, 10:26:13 AM »
I may be me misremembering things but I recall setting all my weapons to autofire and then focusing on controlling my ship movement and shield usage, while the weapons took care of themselves in previous versions.

I'm not sure if there's anyway to selected no weapons on a controlled ship, so doing the same thing now results in losing at least one weapon that does nothing unless used manually.
There are five weapon groups;  all you have to do is allocate the weapons to four of them and leave the fifth group empty, then in combat select the fifth group by pressing the 5 key.  Of course, most ships have missile slots which you REALLY SHOULD control yourself, so those can go into the fifth group (or first, so you don't even have to change which group is active).

7
Suggestions / Faction control: commodity legality toggles!
« on: November 29, 2018, 09:49:26 AM »
I'd like to be able to toggle individual commodities to be "legal" or "illegal" (or if you prefer, "traded" versus "embargoed").  Want to starve out the Sector by only providing Food to your own faction?  Embargo it, then raid everybody else's farms!

Of course, toggling every commodity to be illegal comes with consequencesTM.  The more out-of-tune with another faction you are, the less they like you - say, a perfect match nets you +5/month in Attitude, while each differing legality is -5 to that.  So, theoretically Hegemony and Luddic Church would have a permanent -5/month to each other because of their disagreement over trading two commodities.

In combination with my tariff slider suggestion, this would obviate the utility of the "Free Port" button.

8
Suggestions / Colony control: tariff slider!
« on: November 29, 2018, 09:31:25 AM »
I would like to suggest a new colony control, the "tariff slider".  This would be a slider, spanning from -50% to +50% in 10% increments, and defaulting to zero.  Changing it would do three things:
  • Every +10% on the slider equates to -10% accessibility.
  • Every +10% on the slider equates to +1 stability.
  • The slider percentage acts as a multiplier on export value (after it's been adjusted for accessibility).
Want to secure your home?  Click it up.  Prefer to invite the world in?  Slide it down.  If it's too easy being able to move it from end to end at any time, maybe you can only adjust it by ±10% each month.

9
General Discussion / Re: Need help to counter frigate swarms
« on: May 14, 2018, 08:45:33 PM »
But what make me surprised is why nobody think about things like tractor beams? which can pull smaller things toward you, so the large ship has some way to deal with those small fast flyers.
In the unmodified game, the Graviton Beam already has the ability to send fighters or frigates spiralling out of control.

From a story perspective, perhaps gravitational technology isn't precise enough to lock onto attacking fighters.  Or perhaps it's merely too slow, and the fighter will have launched its missiles before the tractor beam can grab hold.  Or perhaps developing a tractor beam would be expensive, while building fighters and frigates of your own is cheap.

From a gameplay perspective, imagine playing against the tractor beam.  You're flying your frigate at a giant behemoth of a battleship, shots whizzing by to left and right, and feeling pretty badass and confident.  Then - WHONK - your controls freeze as the tractor beam grabs you, and all you can do is sit and watch as the guns you'd been dodging reduce your frozen frigate to a smear of space-dust.  Doesn't sound very fun, does it?

10
Suggestions / Re: Basic AI flux management error
« on: April 21, 2018, 07:27:15 AM »
I think that this is one area that can be safely left as-is.  Making the AI too capable would make the game too difficult for, shall we say, less-than-fully-optimized-and-skilled players.

11
General Discussion / Re: Your opinion for best ballistic weapon
« on: January 27, 2018, 05:46:51 PM »
..."Best" depends to a large part on the tactical situation in which you're trying to employ the weapon.  Consider:
  • "Railgun!  Shoot down that Swarmer barrage!" - miss - miss - miss - THUDTHUDTHUDTHUD - "YOU MISSED!  YOU'RE WORTHLESS!"
  • "Railgun!  Punch through that Onslaught Dominator Enforcer's armor!" - dink - dink - dink - "WHAT'S TAKING SO LONG?  YOU'RE WORTHLESS!"
Try "favourite" instead.

12
General Discussion / Re: Mechanics of EMP
« on: July 09, 2017, 08:37:53 PM »
The value of a knowledge base is the confidence in it's data.  Observation has valid uses and I will use it in place of better data but more solid confirmation is preferable, if at all possible.
The information I provided is easily replicated in the simulator.  Adding in a Colossus modded to have no shields and a top speed/accel/rotation of zero is trivial, and provides a simple gunnery target for you to repetitively pound on with your choice of weaponry.  Any more detailed information would require deconstruction of the code.

Any other observations or data on EMP?
Outstanding questions include;

-Arcing mechanics
Alex stated that arc are weighed linearly and could arc anywhere, without weapon distinction, which might imply it is possible for all EMP sources to arc.  The observations & categorisation of "localised EMP only" contradict this so not sure where we're at there.  Will bigger EMP hits arc easier or will lots of already disabled mounts within initial impact increase arc rates?

-Repair rates
We now know that mount &engine repairs stall if that section has taken any damage in the last 5 seconds, which is excellent.  At what rate do they repair? Is it different for different mount/engine sizes or different hull sizes?
What are you, some kind of min-maxer?  I can't imagine any circumstances under which knowing that level of detail will affect either tactical decisions or weapon/trait selection.

13
General Discussion / Re: Mechanics of EMP
« on: July 05, 2017, 11:10:22 PM »
Interesting! Based on observation or code?
That would be "observation", something which I encourage you to do yourself.

14
General Discussion / Re: Mechanics of EMP
« on: July 05, 2017, 02:26:11 PM »
So all EMP weapons cause arcs?
No.

There are three categories of EMP-causing weaponry:
  • Localized EMP only (Hypervelocity Driver, Mjolnir Cannon, Squall, Salamander).  These do not cause any arcing at all, and thus only apply EMP damage to what they hit.
  • Standard EMP weapons (Ion Cannon, Ion Pulser, Sabot (second stage only)).  These can cause arcing FROM their impact point TO turrets and engines, but must hit the hull directly in order to do so.
  • Penetrating EMP weapons (Ion Beam, Tachyon Beam).  These can cause arcing through shields, again targeting turrets and engines.

15
Thanks for the report - if it's vanilla, do you happen to have the savefile handy? Would make it a lot easier to reproduce.
It's vanilla, 0.8.1a-RC8, Windows 7 if it matters.

I did some further testing - it happens in the simulator too, and it happens with any carrier:
  • Choose a (presumably combative) flagship and start a simulation.
  • Choose to deploy a carrier as ally.  No enemies are necessary.
  • The carrier will stop behind you, launching its fighters, but not move elsewhere.  Presumably "where it entered the sim" is as good as anywhere else, due to the lack of enemies.
  • Hit Tab, choose "Full Retreat!", and then select your flagship and turn off the autopilot.
  • On returning to the action, the carrier will move up into the line-abreast escort position, instead of fleeing as the strategic map thinks it should.

It's worth noting that the carrier will retreat properly if, instead of selecting "Full Retreat!", you individually order it to "Retreat" or "Direct Retreat".

Lemme know if you still want a savefile.

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