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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 - spudcosmic

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1
Blog Posts / Re: Revisiting the Economy
« on: January 09, 2018, 12:19:58 PM »
So what if the player makes a mining industry on a rich ore fringe world and no matter what they build demand is being met elsewhere by much closer markets. What happens then? Does the large amount of supply affect the Accessibility?

2
I think you're missing the role play aspect of this RPG. NPC distress calls are the counterpart to the player's own ability to make distress calls and help the world feel more alive. The reward could be adjusted based on the size of the fleet you're helping but they absolutely shouldn't be removed from the game. Also I don't think the speed of combat has really changed, of course I've always played with fleets and never solo'd with a large ship. I can see how the enemies no longer throwing themselves to their death at the player's single ship could affect the speed of things. Other than than I think this is some great feedback.

3
My idea is that Control + R on an enemy or ally ship would target the ship but for only the currently selected weapon group, as well as the ability to set fighter wings to weapon groups. This would allow you to have one ship targeted for the main weapons, but have your missile groups target another ship. Or for fighters assigned to different groups you could regroup only one wing of fighters or split target them. Have your bomber wings strike one ship and an interceptor wing defend the carrier from a flanking frigate.

Not entirely related but some fleet control for fighters/carriers would be appreciated too. Currently they seem unpredictable and send their fighters where ever they want even if you tell the carrier to engage a target. Fighter escort, intercept, and strike commands being reimplemented would be nice or just ships with the engage and eliminate commands would always be targeted by a nearby carrier.

4
Bug Reports & Support / Crash During battle: Missile Cannot be Cast
« on: May 23, 2017, 12:31:05 PM »
I had a crash during a mission battle in a non modded game. Log:
Code
1388835 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
at com.fs.starfarer.combat.ai.missile.MissileAI.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.J.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.J.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.??00(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.?0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.J.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.new(Unknown Source)
at com.fs.starfarer.combat.systems.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

5
Bug Reports & Support / Re: Savegame corruption when saving
« on: April 23, 2017, 10:00:14 AM »
Oh thanks, I wasn't aware. Everything is working just fine now.

6
Bug Reports & Support / Savegame corruption when saving
« on: April 23, 2017, 07:37:04 AM »
Twice now I've had my campaign save corrupted when using quicksave, it seemed to happen randomly and I don't know what reproduces it. Here's one savefile and my starsector.log file.
https://www.dropbox.com/sh/itrqc4w6v088c20/AABTgpN4-ZMl-fs3orQB4VUAa?dl=0
https://www.dropbox.com/s/glqr0kcckxpqm5t/starsector.log?dl=0

7
On a somewhat similar note, is there a means to get rid of duplicate blueprints, after activating the Void Walkers station?

Because though there's obviously no non-hostile parties to sell those blueprints, I find it cathartic (and efficient) to prune the lists(s) of needless copies.

Unless there's some hidden benefit to that?

That's a good question: A blueprint update system is in the making (fusing your previous bp with a new one of the same ship to give the ships produced a buff), but I have little time lately to actually script. I'll find a temporary solution.

In this blueprints overhaul, do you plan on making it a bit less random? It doesn't make much sense that you'd just trade your blueprint at random. (not to mention annoying when you get the same useless civilian ship over and over.)

8
I have an idea for a trade system that might suffice until we get the trade update, whenever that is to come.

My idea works a lot like the bounty system, in which you go to a station and accept a trade deal. These trade deals would ask you to transport a specific resource(s) or ships to another station. After reaching that station you'd get payed depending on how much of said resource you were able to bring, making it important to have many good freighters.

A mining system would also be nice, and maybe the ability to turn ore from asteroids into ship parts? Just a few ideas.

9
Suggestions / Re: Projectile misses go above/below ships
« on: May 26, 2014, 10:09:29 AM »
It would be interesting if the game more worked around this hit and miss idea. Like say, when a bullet contacts you it has a chance to hit you based on your ship's speed and the weapon accuracy and the range from the weapon. Might seem a little bit chancy, but as long as it was mostly 100% inside the weapon's ideal range it might make the game feel a bit more dynamic.

From the post I recently made in that thread you linked. It seems more fitting to go into this suggestion thread. Well, anyway, having a chance system like that would have some unforeseen benefits, like fighters now become harder to hit because of how fast they are, and not that the really need to be harder to kill anyway. And slow capital ships would be bullet magnets. But I still like the idea.

10
General Discussion / Re: What's with the arbitrary range?
« on: May 26, 2014, 09:56:59 AM »
It's obviously for gameplay reasons.

That said, it is possible to justify the behaviour if you think of the 2D range portrayed in-game as an abstraction that encompasses more than just how far the projectile travels; instead it's a combination of factors that can be best expressed as a 'probability to hit'.

The probability of hitting a target in a 3D space diminishes with range; beyond a definite range* this probability reaches zero. (*the range at which the target has time to detect & evade the projectile)

Thus, in-game a Heavy Mauler travels 1000 2D units & then vanishes because the probability to hit in 3D space has reached zero.


This definitely is best explanation ever. It would be interesting if the game more worked around this hit and miss idea. Like say, when a bullet contacts you it has a chance to hit you based on your ship's speed and the weapon accuracy and the range from the weapon. Might seem a little bit chancy, but as long as it was mostly 100% inside the weapon's ideal range it might make the game feel a bit more dynamic.

11
Mods / Re: [0.6.2a] Interstellar Imperium v1.0
« on: May 25, 2014, 06:35:02 PM »
These are some awesome ship designs, they remind me a lot of FTL's rebel ships. Have you considered trying to get these implemented into Uomoz's sector? That would be epic.

12
General Discussion / What's with the arbitrary range?
« on: May 25, 2014, 09:42:22 AM »
Okay, now before someone says it, I know it's for balance reasons, but I'm looking at this issue form a lore standpoint. Why do weapons in starsector fissile out after a certain distance? It makes a little bit of sense for energy weapons, maybe they just lost their energy after awhile, but it doesn't make any sense for ballistics. If you fire a bullet in space, it's just going to keep flying until it hits something, so why do they just disappear after 300-1000 something units? I always thought that maybe the domain thought it was necessary to put such an arbitrary range on them so they don't fly off and hit something that their not supposed to, kind of like the tachyon lance, but that still seems unpractical (and quite short, especially for point defense weapons, wouldn't you want them to fire much farther?). So, why do you think we have disintegrating bullets in starsector?

13
Hey, I've been thinking that the Tri Tachyons are really lacking a lightweight carrier. They have so many good fighters but you can't really use them unless you get another faction's carrier or use the capital sized carrier. Anyway I just wanted to throw that idea out there.

14
Hey, I wanted to thank you for letting me know about that setting file for ShaderLib, I'm good to go now!

I haven't been playing for long but I wanted to point out that I'm having trouble finding destroyer sized cargo freighters in shops. I read about how  you nerfed ship buying, but you also pointed out that they keep civilian vessels stocked, so am I really unlucky or is there a problem here?

Also, I wanted to know, if there is any mining/trade system in place, or is the main source of profit in this mod from looting ships?

Edit: Just wanted to point out that the atlas superfreighter can not be converted into TuP civilian cruiser version of the atlas.

15
I know I may be asking a lot here, but is it possible you could release a version without ShaderLib? My graphics card is old and has little support for any type of shader, so it has made it impossible to do any type of combat because my frames fall into the single digits. If even possible could you give me instruction on how I could manually disable its features? Any help would be greatly appreciated.

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