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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Wyvern

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Well, apparently I need to add Vayra's Sector to my mod list now.  Thanks for the update!

General Discussion / Re: Question about Remnant battlestations
« on: August 16, 2019, 04:40:30 PM »
Depends on the purpose of the farming; I've occasionally kept some around just to have a place I can drop in to top off on fuel and supplies.

General Discussion / Re: Question about Remnant battlestations
« on: August 16, 2019, 04:30:47 PM »
Nope.  If you want an unlimited supply of AI cores, you need to go after the lower-drop-rate remnant fleets.  As long as the station is around, the fleets will keep respawning, but once the station dies, that's that.

In general, my advice would be to only kill the remnant stations if you want to colonize that system.  (Or, okay, if you need alpha cores now or the system isn't going to be useful or convenient to farm later.)

Sylphon systems are fairly close to the core of the system
...They are?  Odd, I see them being way up to the north-west, about as far out as any faction mod gets, and completely on the opposite side of the inhabited sector from the Hegemony's systems.

Perhaps you're playing with Nexerelin random mode enabled?

Modding / Re: Capital Phase Ships
« on: August 16, 2019, 03:18:26 PM »
The lore explanation for why something like this exists would be interesting. What's the utility of a phasing capital ship in-universe?
I think I like the second of your suggestions better - phase ships are supposed to be a step above, but combat freighters are (sortof) a step down, so that might cancel out.  A capital-class phase-cloak-equipped combat freighter would be a monster of a blockade runner; something of a holy grail for pirates or raiding parties.

General Discussion / Re: Bounty ships aren't recoverable ?
« on: August 16, 2019, 02:14:27 PM »
If your fleet is at the fleet size cap (30 ships, by default), you will not get the option to recover more ships.
If your fleet is near the fleet cap, you will have minimal options for ship recovery.

I suggest editing the game parameters, doubling the fleet cap, and just manually enforcing that any ships over 30 must be mothballed.

Blog Posts / Re: Skills and Story Points
« on: August 16, 2019, 11:43:53 AM »
Hmm, between the new Alpha core benefits and new Commerce, it looks like players are going to have so much credits. Are player faction fleets (related to the currently unused Orders tab) the main creditsink? Or are there other creditsinks planned?
Not really?  If anything the Commerce change is a nerf - keep in mind that, one, new Commerce still occupies an industry slot, and two, it *replaces* the current bonus income from high stability.  In other words, if you don't build Commerce, you'll see a massive drop in colony profit - and if you do build it, well, that's one fewer industry you can build.

Suggestions / Re: A way to compare 2 different ships side by side.
« on: August 15, 2019, 09:55:05 PM »
We used to have buy and sell on a single screen for ships, much like it is for commodities/weapons.  I think that got changed due to it not working well for people with low resolution monitors?

Modding / Re: Fighter collision and targeting
« on: August 15, 2019, 02:01:44 PM »
Weapons with the STRIKE tag will (generally) not be used by the AI against fighters - though STRIKE also has some other implications that you may not want (like the AI refusing to put such weapons on auto-fire), and it may need to be combined with USE_VS_FRIGATES.  You can see the available tags here:

The vanilla plasma cannon is also capable of shooting through fighters - it hits them, but the shot keeps going.
The vanilla tachyon lance used to be capable of shooting through fighters and missiles, but I think that ability got removed?  I'd have to double-check and I don't have the game in front of me right now.

Bug Reports & Support / Re: Finances bug
« on: August 14, 2019, 04:41:54 PM »
If you're only looking at the next month's finances, this is normal and expected.  Firing someone half-way through the month will still cost you half of their monthly upkeep.

If the charges continue *past* that next month's report, though, that would be an actual bug.

General Discussion / Re: Missions Proximity
« on: August 14, 2019, 02:25:34 PM »
I also found an abandoned research facility that was very close to the systems star though I can't get close to it as my fleet just automatically turns away for obvious reasons. Any tips on that one?
Emergency Burn helps - especially for getting back away from research stations that are overly close to black holes - but in many cases it's sufficient to just turn Sustained Burn off; SB gives you a higher top speed, but cuts down on acceleration, and you need acceleration to overcome the force of a star's corona.

I don't know why din't you pick Combat Endurance 3 for the +15% combat readines making your ship stronger than the average combat endurance ship, and you don't use carriers in your fleet or you run then whitout the buff from Fighter Doctrine at all?

Level 2 of CE is a complete waste. Level 3, for two points, gives you what? +5% to everything for one fight per 3-4 days? I'd rather pick something that works 24/7 and gives a decent buff to utility&survivability. It's a decent pick for officers though.
I find that I very rarely go into a fight without max CR - and in the cases where I do, having the extra +15% means I still get some bonus for the second fight in a row.  Having three fights in a row that actually required me to deploy my full fleet is extraordinarily rare.  As such, I consider CE3 a very valuable skill, worth getting on all officers, and on the player if you already have combat aptitude 3.  You're right that CE2 is trash, though.

As for the skill calculator, the one thing I'd like would be an indicator of what character level you'd need to be to have the given skill set - and when that exceeds the maximum achievable level.

Suggestions / Re: Destroyer and cruiser equivalents to Tempest
« on: August 13, 2019, 05:36:29 PM »
The Aurora already fits your goals pretty well - for certain builds.  The way I set it up, all the turrets (and the ion cannons I put in the front small hardpoints) are flux-neutral, and manual control is only required for the single hardpoint-mounted heavy blaster.  No fighters, but it doesn't need fighters - it's got turrets running on autofire instead.  The Falcon (P) does not compete - unless it's set up for an all-missile burst build, in which case it competes for about three targets and then is useless.

For destroyers, the Medusa is lore-wise supposed to be that, but it doesn't really match up in actual play.

Suggestions / Re: Add at least one more industry slot
« on: August 13, 2019, 01:33:44 PM »
Military Base / High Command counting as an industry is fine... if and only if you have a system with multiple useful planets to colonize.  It is very much not fine if you end up spread out across multiple star systems and need to build one on every planet.

This is only going to get worse next patch with the new Commerce implementation that replaces the current high stability bonus with something you instead have to build.

...I'd almost suggest, instead, changing it so that Farming and Tech-Mining don't count as industries?

Modding / Re: Capital Phase Ships
« on: August 13, 2019, 12:41:09 PM »
Sylphon has a phase cruiser, and it has a capital ship with a system that allows for brief access to a phase-like space but functions more like the phase skimmer than a conventional phase ship.

Borken and Seeker have not been updated for 0.9.1.  (Borken might still work, but at the very least it'd have ships that are far too cheap for their size.  Also, it's not even remotely vanilla-balanced.  Fun to play with - some of the ships and weapons are really neat - but definitely not balanced.)

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