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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 - RecklessPrudence

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1
Announcements / Re: Starsector 0.8.1a (Released) Patch Notes
« on: June 04, 2017, 10:27:22 AM »
Getting a false positive with Avast on the install file, both downloading it and running it. Claims it's an infection of FileRepMalware type. I've submitted a report to Avast about it, but thought I'd better let you guys know, too.

EDIT: Hm. Restored it and added it to exclusions, and then it claimed it blocked a threat just before the attack, of type IDP.Generic.23bb8a4a68f4.3.2

Maybe I've got a bad add-on on my browser or something, caused me to download something along with the installer?

2
Previously reported here

To make the changes (visibly) stick, return to the mission selection screen, click on another mission, then go back to the first mission.
Ah okay, thanks - I had a look around, but didn't see it. Obviously I need to upgrade my scanners!

...or maybe just make sure the guy at Sensors is awake. Oi, you! *officer storms away to upbraid poor sensor tech, accidentally leaves channel open*

3
General Discussion / Re: Odyssey looks quite unique
« on: April 30, 2017, 05:56:51 AM »
Odyssey is also very awkward to pilot, since there is only narrow band where all 3 heavy turrets overlap.
I'm not sure you're supposed to try to take advantage of that narrow arc. I've been outfitting and piloting it like a slower, tankier Conquest, one side killy, other side PD. It's been... relatively effective. If you leave a Guardian PD in the starboard Large Energy, you can bring it to bear if the opponent has broken out the missilespam while still pounding them with the other two turrets, which is nice, but otherwise it can cover your flank quite effectively while your two heavy turrets pound the opponent. Alternatively you can strip out the starboard Large entirely and count on multiple Burst PD to cover that side along with maybe an IR Burst or two to hassle frigates.

4
Thought I'd give some of the missions a go before jumping into the campaign, it had been so long since I had last played. But for some reason, I can't save custom loadouts in the Refit screen of the Missions - it says it's saved, but you can only access it if you go immediately back to it - otherwise it's not there. Even worse, if I load a ship to my liking, and then go to the next ship I want to fit, if I go back to the first for whatever reason, I can see that the loadout didn't take - it's all back to how it was when I entered the Refit screen!

However, if you go to the folder where the game stores variants for the missions, there are files there for the custom loadout - it's just that it never sees them. Initially it was loading the ships according to how I had them in the last version, and I thought leftover player files might be the problem, so I backed them up and uninstalled completely.

I've tested the problem on both machines I have access to at the moment, and it's happening on them both.

5
General Discussion / Re: Odyssey looks quite unique
« on: April 30, 2017, 03:10:51 AM »
Odyssey was the first capship I ever flew too, waaaay back when. Loved the thing then, but haven't touched it in forever. Been trying out Onslaughts and Paragons, on the rare occasions I get something bigger than a Cruiser (had a long love affair with the Paragon, then the Dominator).

Thinking about trying them again - what loadouts would you guys recommend? On the Random Mission, when it lets me, I've tried taking the Balanced one, stripping out the Guardian PD system and starboard Pilums, replacing the port IR Pulses for Ion Cannons, ditching the Longbows for Flashes, and adding Extended Mags (for the Autopulses) and Auxiliary Thrusters (so I can get the port side pointed at things faster). This also requires ripping out a few Capacitors and Vents, but not that many. I feel like I need something more to keep my starboard side from dying horribly, as currently it's only equipped with two IR Pulses and two Burst PDs to fend off anyone who feels like being cheeky while the battlecruiser is busy with whatever its port side is murdering. Would like to fit at least something bigger than a IR Pulse to deter them... Maybe finding something else instead of Pilums, since against any decent PD two Pilum salvos just kinda... wander on in and get Flak'd. Maybe Harpoon MRMs? Or Prox Charge Launchers? And do you guys think the nose Burst PD is needed, or can it be stripped safely, since between the foremost Burst PD on the port and starboard, they cover its arc? Or should it stay, so it can lend a hand to those two in half their arcs?

6
Couldn't you limit it with a counter variable set for each initial projectile fired, that only lets its descendants replicate for like three generations? You'd have to be careful, so that it doesn't reset the counter every time it calls itself, maybe with a boolean that is a necessary variable to call it, and if the boolean is set to 'true' (which it is only on the firing from the launcher) it initialises the counter, and if it's set to 'false' (which is how you have it call itself), it merely increments it, until it reaches the preset limit, and doesn't call itself anymore? It'd be more complex than that to do true generation tracking, of course, but if you didn't want to do generation tracking, you could have it for a total limit of self-replication which is equal to three full generations, so that if there's only ever one survivor from a generation it can go for quite some time.

If you did want to do generation tracking... you'd have to do it on a per-drone level, where each drone 'knows' how many drones its 'line' goes, so it'd pretty much have to be an array or a matrix, and every time you call the drone function, you pass it what generation drone is spawning it? If each drone splits into five, and you only want at most three generations, you'd only need an array of size sixteen (one for the initial drone), and each time you replicate you store which generation the drone is. Any time a drone attempts to self-replicate and is at the generation limit, nothing happens, because of your if statement that only allows you to get to the replication call when under the generation limit.

Would that work? I haven't done a programming course in about four years, even though it's my major - personal issues put Uni on hold - so it might need some tweaking.

7
Discussions / Re: Starsector Community Map
« on: January 25, 2015, 01:18:52 AM »
I may get zapped for necromancy, but Manly, Queensland, Australia.

8
General Discussion / Re: Starsector Ship Tiers
« on: January 25, 2015, 01:13:56 AM »
I'm not the best captain, but I can take my favourite build of Dominator up against up to two Capital Ships at a time, or one Capship and a swarm of lessers, or any three Cruisers. I'll be battered by the end of it, but I'll have succeeded, barring captain error.

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