Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Pendragon

Pages: [1] 2 3 ... 5
1
Bug Reports & Support / 0.6a CR reduced to 0 after every battle
« on: September 13, 2013, 09:45:18 PM »
Playing a new game on the 0.6a release I have been using two Lasher class frigates that seem to function as expected. However I recently bought a Hyperion and a Tempest class and after every battle they are reduced to at or near 0 combat readiness. The Lashers' CR ratings dip by approximately 15 - 20%, sometimes more if they have taken extensive damage but nothing like the drops I see on my Hyperion and Tempest. I have checked the manual entries for both ships and looked through their stats but I can't find any explanation. I have been in command of one during a battle and taken 0 damage and I cannot find any explanation for the sudden reductions outside of some strange bug.

2
Lore, Fan Media & Fiction / Re: Hope and Duty - Reboot
« on: September 04, 2013, 09:54:15 PM »
Hi Gunny,

I'm keeping most of the original elements of the universe and story but I will be changing certain details for copyright purposes as you mentioned. I'll be aiming to have the site live and the first preview posted before the end of the month and will be hoping to see you all there.

3
Lore, Fan Media & Fiction / Hope and Duty - Reboot
« on: August 31, 2013, 01:22:29 PM »
Hi Everyone,

It's been a good long while since I started Hope and Duty and almost as long since I was forced to put it on hold as a result of other matters in my life. I received a tremendous amount of positive feedback on it at the time and many people had expressed a great deal of interest in seeing it continue. Well. I am here to let you know that I am once again in a place where I can make sure that it does.

I am in the process of extensively re-writing the story and expanding it into a full-length novel which I am approximately 10% through completion. There were serious word-count issues with trying to post full chapters on the forum so I am putting together a dedicated site where I will be hosting the first few chapters once they are complete and will also be posting previews of each here.

Since the Starsector universe is still very fluid and in-development there are divorces between the setting in the book and the ever-expanding Starsector universe and these will likely grow as the game and my work both progress along their individual paths. I will post a link to the site a preview of the first chapter as soon as they are both finalized and look forward to sharing it with you.

4
Lore, Fan Media & Fiction / Re: Hope and Duty - Chapter 7 up
« on: January 27, 2013, 01:58:04 PM »
Hi Guys,

Thank you again for all your positive feedback. It's really great to read. I just wanted to make a quick post to let you know that it might be a while before I'm able to get chapter 8 up. Without getting into too much detail, I simply don't have the time right now to work on this. It is still a priority for me and I have a very clear picture of where I want to take the story but it is probably going to be a month or so before I can get the time to work on the next chapter. Again, this is by no means dead and I fully intend to pick it back up just as soon as I can but it will be on a hiatus for the moment. Sorry to all of you who were looking forward to the next installment.

5
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: January 17, 2013, 05:56:10 PM »

They have things under control, as much as anyone else. The Hegemony isn't doing Exar any favors, though - the government in that world has collapsed, and restoring it to order is something beyond the power of anyone in the Sector to do. The Hegemony fleet is coming to glass the decivilized world, to remove it as a destabilizing influence - otherwise its industrial facilities/tech may fall into the hands of undesirable elements, it'll serve as a source of manpower for pirates and such, refugees will flood nearby worlds, etc.



follow up question:
The ship designs we have seen so far are generally geared towards space combat, but there are some (Valkyrie, Atlas) that are suited for other roles. Are there ships that are specifically suited to bombing planets and asteroids, or would they just sort of rig up a Dominator with a bunch of Reapers?


Well I'll be, I hadn't actually seen that. I guess it does still happen from time to time. With regards to the ships I really don't know. I think that's something that will be decided as the universe of Starsector develops. I imagine that if ground bombardment is a common practice in warfare then there would be ships dedicated to it. If it is more of an exception rather than a rule then I think they would likely just use ordinary ships fitted with WMDs designed for ground deployment like the afore-mentioned super-nukes.

6
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: January 17, 2013, 04:40:57 PM »
how do the factions glass planets? planets are pretty big, and from the discussion on scale, the ships are not much bigger than most ships today.

do they use some sort of special missiles or bombs?

I imagine that planetary bombardment would make use of some sort of WMD but I also don't think that any faction is actually going to want to do anything to a viable planet that might harm its long term ability to support life. Since the fall actual, viable worlds capable of sustaining an eco-system that will support crops and human habitation are few and far between so I doubt any planet has been "glassed" since the fall. It would be an act of lunacy, permanently harming all of humanity in the sector including the faction doing the bombardment. It's much more likely that any sort of bombardment would be targeted at specific installations like arms factories, garrisons, etc.

"Glassing" may have happened during the days before the fall when there was no concern over resources. If someone was determined to do it though its not beyond reason to think that a powerful fleet would be able to accomplish it. Think of a typical nuclear armed submarine these days. With its armament of nukes it's perfectly capable of leveling if not exactly glassing a reasonably sized country. With an extra thousand years of development behind them the Domain of Man probably had WMDs that made a nuke look like a firecracker. Its likely that the major factions each have a UAC with the blueprints secreted away somewhere but don't want to risk escalation of the conflict by producing and using them.

7
General Discussion / Re: So I just noticed...
« on: January 17, 2013, 03:52:05 PM »
Excerpt - Pg 4 - 1001 Hegemony Naval Jokes

106 - What do you call it when a Tri-tach ship gets blown up by an accountant? - Friendly fire.

107 - How does the tri-tach make copper wire? - They throw a penny between two managers.

108 - How do you scare a tri-tach ship away? - Wave a corporate audit form.

8
Suggestions / Re: Gradual map borders
« on: January 17, 2013, 03:40:03 PM »
I can see the need for it but I don't know if this is the right direction. My concern would be that this could effect handling of craft and often, particularly in the early game when you are primarily fielding fighters or weaker destroyers handling plays a big part in whether a fight is won or lost. You could possibly just have a section near the border where a message appears stating you are leaving without actually interrupting play. Then if you remain in that area for, say, five seconds or so you automatically leave.

9
Lore, Fan Media & Fiction / Re: Hastaeus Prime, 127
« on: January 17, 2013, 11:13:00 AM »
That sounds good. I look forward to seeing your take on the Steiners from an earlier time.

10
Suggestions / Re: AI tip: DONT_USE_AGAINST_FIGHTER
« on: January 16, 2013, 05:05:59 PM »
Then again, having a way to set those type of tips into the weapons when refitting would probably be better

ATTACK = true/false
ATTACK_ONLY = true/false

SHIPS = true/false
FIGHTERS = true/false
FRIGATE = true/false
DESTROYER = true/false
CRUISER = true/false
CAPITAL = true/false

Save Weapon AI settings where you can set to future weapons instead of setting every single weapon


I like this idea. Having that level of customization sounds very useful, especially with certain dual role ships where some weapons are designed for Strike capability and you don't want the AI wasting flux using them against smaller ships.

11
Suggestions / Re: Higher Capacity shouldn't increase venting
« on: January 16, 2013, 02:29:31 PM »
Bare in mind, I only ever use high-tech ships with their generous flux reserves and efficient shields. Things might be different for mid- or low-tech.

It very much is dependent not only on the ship but also on the role you want it to play. As you say, later epoch ships with their superior flux reserves and shields tend to have less of an issue as with enough vents they can keep trucking along pretty well without having to vent provided their load-out is balanced that way. It also depends on your play style. If you like hit and run you need capacitors, if you like to duke it out you need vents.

12
Suggestions / Re: New ship systems and hull mods. Post your ideas here!
« on: January 15, 2013, 06:30:14 PM »
Hullmod:

Holographic training suite - The ship has been fitted with advanced virtual reality simulators that are used to drill and train the crew. The crew is also able to review battles and scenarios after a combat making it easier to correct mistakes and perfect technique.

EXP for all crew on board is increased by 15% including officers.


13
Suggestions / Re: LRM AI usage tweak
« on: January 15, 2013, 04:49:16 PM »
Mhh... how about a "LRMs free" toggle, like the "strike weapons free" toggle we had before?

Not a bad idea. I think it actually solves all the problems quiet nicely.

14
Suggestions / LRM AI usage tweak
« on: January 15, 2013, 04:15:38 PM »
In the late game I tend to stick with a Medusa destroyer or maybe a fast cruiser hull for my flagship because of the added speed and maneuverability they offer however of course, in order to compete with the big boys, I have a selection of heavy hitters that I bring in. Their slowness means that I often give them a long range/support armament including multiple batteries of LRMs. I've noticed that they will let their missiles off the chain as soon as the enemy shows their faces and in many cases this is more or less a waste.

If the two fleets are already stuck in and there's plenty of fire being thrown back and forth then half a dozen LRMs streaking in can be an invaluable bit of fire-support. But if the two fleets are still a thousand units apart then the missiles are basically thrown away since the PD of the enemy will have no problems swatting them and even if they don't have PD their shields are more than capable of dealing with a few LRMs coming in on their own. I once had a capital ship on the field with my first wave of reinforcements and by the time the main fight started it had already used its full complement and accomplished precisely zip.

I don't know the best way to combat this, maybe prevent firing at targets more than say 1500 away if they are out of combat. I'm sure some other people can come up with better ways that would be easier to code in.

15
Suggestions / Re: Higher Capacity shouldn't increase venting
« on: January 15, 2013, 04:03:29 PM »
The problem is that why would you invest to capacitors if they have a draw-back associated with them that vents simply lack?  Vents are already far far too dominating why does it need to be more so.

Capacitors definitely do have their place. They are particularly important for hit and run ships where you want the ability to blaze away and deal maximum damage but know you have the ability to retreat and vent safely. On a Hyperion for example I always add as many capacitors as I can because I can run in, blaze away and then retreat to vent. I don't care about how quickly I vent, I care about how long I can blaze away for before I need to retreat and capacitors give me that.

Pages: [1] 2 3 ... 5