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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 - Noxxys

Pages: [1] 2
1
Bug Reports & Support / Re: [0.9a] Crew understrength (not a bug)
« on: November 19, 2018, 02:30:31 PM »
Ah thanks, I missed that. It's not a bug then.

2
Bug Reports & Support / [0.9a] Crew understrength (not a bug)
« on: November 19, 2018, 11:55:51 AM »
I had 3 ships and more than enough crew. I bought a "militarized sub-system" module for my Buffalo Mk. II destroyer, to remove the civilian-grade hull penalties, and now I'm in this weird situation:
- the UI says I have 100/110 crew
- the UI also says I have 100/100 crew
- my destroyer has 73/80 crew, and my 2 other ships, 14/15 and 13/15.

So it seems I have no way to have enough crew after installing this mod.


3
General Discussion / Re: Can't buy supplies in tutorial
« on: November 18, 2018, 02:52:56 PM »
Ah, I'm relieved! Thanks for the quick reply.

4
General Discussion / Can't buy supplies in tutorial
« on: November 18, 2018, 02:39:10 PM »
The tutorial is pretty nice, but I can't buy supplies at any of the stations, and I can't salvage enough supplies either. This results in 2 problems:
1. I'm not able to salvage most of the derelict ships, even though the mission says I should. The NPC only gives 80 supplies, which is not enough to repair them all. I had to sell all the ships but 2 (a destroyer and a carrier).
2. I don't have enough supplies left to finish the final battles at the jump gates (and I get completely destroyed anyway given problem number 1)

Solution: add supplies to the stations. I had enough money to buy them.

5
General Discussion / Re: Defeat the pirates in the tutorial
« on: April 23, 2017, 06:35:22 AM »
Thanks guys!

6
General Discussion / Defeat the pirates in the tutorial
« on: April 22, 2017, 01:36:21 PM »
How am I supposed to defeat the pirates in the tutorial, just before the jump point? They have 2 fleets with cruiser and destroyer.
Even after salvaging the derelict ships, I have half the number of ships and my strongest ship is a destroyer.

7
General Discussion / Re: Reputation loss in 0.7.1a
« on: December 10, 2015, 08:33:33 AM »
Ah ok, I see. Thanks.
In the future, if there is such a feature added, this could trigger missions from the military to go kill X ships of the enemy faction. This would be presented directly to the player, like a direct order from their military HQ, instead of having to browse the mission list at the station to see it. Not following the orders could imply a loss of reputation.

8
General Discussion / Re: Reputation loss in 0.7.1a
« on: December 09, 2015, 02:59:38 AM »
Thanks for the replies. It didn't realize it came with the commission. Maybe more text (or later, some kind of dialog with your commanding officer, that could be cool) would help players understand that they are now part of the military and expected to attack the enemies of the faction on sight. Or maybe automatically turn the enemies of the faction hostile to you while you're on commision (let's say you'll be flying with the faction's colors or something in your transponder will identify you as military). I'm not sure which option I prefer.

For the second point, after getting used to it, and doing more legal trade than smuggling, I'd say it's probably well tuned already.

Cheers

9
General Discussion / Reputation loss in 0.7.1a
« on: December 07, 2015, 02:48:21 PM »
Hi, I'm having fun so far, but my biggest concern is the constant loss of reputation, mainly these 2 things:

1. If I'm not an enemy of each enemy of my allied faction, I'm regularly losing 5 points of reputation per faction. This doesn't make sense, why would they care if I'm not an enemy of the whole universe?
2. If I trade with an enemy of my allied faction, I'm losing reputation even though I turn the transponder off and I only use  the black market. How would my allied faction know what I'm going when I'm incognito? Sure, they can have spies, but the loss should be lower and less frequent.

Cheers

10
General Discussion / Re: The pirates are so "low profile" now
« on: November 23, 2015, 02:59:00 PM »
@ Noxxys
I had that problem for a bit - you have to hit the transponder button twice to actually do a change! Once I got used to it I appreciated the safety.
Thanks, didn't know that!

11
General Discussion / Re: The pirates are so "low profile" now
« on: November 23, 2015, 01:53:02 PM »
Talking about the transponder, I'm not sure it's working properly for me.
Whether I turn it off or or, the tooltip always indicates "ON".
When I turn it off, it blinks in yellow for a few seconds and the icon is back to normal when I start moving (is it back on?).

I also have troubles with the pirates, I don't find many, and they just jump on me with emergency burn on, out of nowhere, with 5-10 times more ships than I have, resulting in me having to reload my last game each time. I'm reloading a lot since 0.7, it's quite frustrating.

Last point, I have a hard time making any profit with (legal) trading. Prices are too close between the different planets and systems, and the 30% tariff on both sides kills most occasion to find trade routes.

I don't remember having these problems in 0.6 (although I haven't played for a while and I just came back for 0.7). Cheers

12
Mods / Re: [0.65.2a] Nexerelin v0.3.8 (update 2015-05-09)
« on: May 12, 2015, 07:01:03 AM »
Thanks a lot for the explanations, keep up the great work!

13
Mods / Re: [0.65.2a] Nexerelin v0.3.8 (update 2015-05-09)
« on: May 12, 2015, 01:58:57 AM »
Hi. I started a Nexerelin/SS+ game, playing as the Interstellar Imperium. I've noticed that my faction was sending fleets to attack stations or planets, but they seemsto be just wandering around the station/planet and not actually capturing or fighting (while the tooltip says "attacking planet/station X").
Moreover, they attack the base of a faction with a neutral relationship. How is that supposed to work?
So far it seems that my faction's fleets are stuck on the base/planet they want to attack. That would explain why I don't see much of them in the rest of the sector.

14
Mods / Re: [0.65.2a] The Knights Templar v0.9.4d
« on: May 10, 2015, 12:44:03 PM »
Your Templars are wrecking the face of everyone in SS+, pretty much doubling or more their weight in enemy casualties :D
Yes, they are too much overpowered for my taste. I can't do much against them, so I'm removing this mod and starting a new game.

15
You forgot to rename it 0.7 in the mods selection menu  ;)

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