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Messages - BHunterSEAL

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31
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 08, 2016, 02:24:37 PM »
The Aurora doesn't have a flight deck, it only looks like it should have a flight deck (on the sprite, I mean). The Expanded Flight Decks mod only works for carriers, ie ships that have something other than "0" for their Flight Decks stat--see middle column, second row from the bottom in your screenshot.

32
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 08, 2016, 07:18:07 AM »
So I'm really struggling with Supplies averaging 130-160. I've seen Fuel go as low as 40-60 but most markets have it in the 125-150 ballpark. I saw earlier in the thread this is caused by faction mods adding markets and thus creating demand, which makes sense but the only one I'm running is Imperium. Does Starsector have supply elasticity in its economic model? Shouldn't markets which have the inputs and facilities to produce Supplies attempt to produce more when prices are high? Also, it feels like the necessities are getting more expensive, but that might just be me.

Is there any way to fix the high price conditions through gameplay--attempting to lift a siege, killing Pirates, supplying inputs myself, etc.--or is my only recourse to start a new game and try Save Transfer?

33
Mods / Re: [0.7.2a] Extra salvage/boarding v1.42 (Two versions)
« on: March 07, 2016, 06:36:38 AM »
Just throwing this out there, but the SS+ version defaults to 10,000% bonus salvage while the non-SS+ version is 0. This may have been done for stress-testing the mod and just not changed for the release, but I assume most people are going to want to lower this before using.

34
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 07, 2016, 06:29:54 AM »
You're right, the SS+ version of Piratos gives a 100x salvage multiple (max allowable) by default rather than 0. Somehow I don't think this was intentional (non-SS+ version is 0 by default).

35
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 07, 2016, 03:01:03 AM »
So, first battle of a new campaign was a victory over a Pirate Scout fleet consisting of one Corvette. Pretty normal, except my salvage was $37k credits, close to 400 metal and over 600 supplies. I am running 0.7.2a-RC3 and SS+ 3.30, as well as 1.42 of the extra salvage / boarding mod (SS+ version). I've played with the latter for a while and haven't seen anything this crazy, although of course it may be that the latest release is bugged.


36
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 28, 2016, 04:40:13 PM »

You know, let me just fix that up now. There, done.


Awesome, thanks a ton--the Intel screen has come together really well.


All of the new frigates are actually available through the various starting options.


Just saw that! Love at first sight with the Centurion. I like that it functions as sort of a flag-frigate early-on and stays useful when refitted for dedicated PD-escort duties once you've started fielding larger warships. It takes a little getting used to broadside-focused weapon arcs in a ship that small, but the punch it adds to a frigate squadron is worth it. Definitely not something you want to run around solo with, but the special shield ability is a great counter to the ever-present danger of finding yourself cut-off and surrounded by faster frigates. Probably my favorite example of ship design in Starsector so far.

37
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 28, 2016, 03:48:17 AM »
There's a bug which I can't reproduce reliably, but I've seen a few times.  When I join a battle in progress, say between the Hegemony and the Pirates, then we win the battle and pursue fleeing ships, it seems that dead Hegemony ships will occasionally deploy from the sides to try to catch fleeing pirates.  I've mostly been using my starter Centurion so I've never been fast enough to actually see a dead ship enter the battle, and I could imagine an ally ship with a tiny sliver of hull left might fatally collide with an asteroid or friendly.  However, if this happened, I assume I'd see a "Whatever Ship has been destroyed" message and I didn't in the cases I'm talking about.  Now if ships that were destroyed in a previous battle will still be in the battlefield during pursuit, maybe that's what I'm seeing?  I've definitely seen a couple of dead allied frigates coming in from the sides when I'm pursuing from below.

Hmm. I'll keep an eye out, but I *strongly* suspect something else is going on here. It's hard to imagine a scenario where a ship could deploy dead. Even if it deployed at 0 hp, it'd still be alive until it got hit once, at which point you'd see a message.


Possibly coincidental, but early in my run a Path fleet got clobbered by Hege forces and ran, so I moved to engage the remaining frigate in a separate battle. The Hege fleet joined but just after the mission started I was notified that the Path ship was disabled. No ships or asteroids around it, no shots fired by anyone--my assumption was low CR+hull damage caused a fatal malfunction. The Path frigate wasn't listed as destroyed in the pre-battle screen but there was zero salvage of any kind. Figured I'd throw that out there since that's something I haven't seen in prior releases.

38
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 28, 2016, 03:33:56 AM »
Definitely been enjoying a nice long stretch of vanilla following the .72 release, the mechanical and balance updates seem to have had a positive impact. A few notes on what I've seen so far:

- Trying a Pirate playthrough, faction relations seem to develop very slowly given the small scale of procurement mission rewards and limited impact of selecting the relation boost. Selecting this new-game option seems to improve starting faction standing from (-65) to (-45), not enough to enable transponder-on docking, so open-market trading doesn't build much goodwill. Since they don't offer bounties, I'm having a hard time increasing relations to the point where I'm able to aid them in battle.
- One possible solution, probably something players can tweak on their own, might be to bump starting Pirate relations even further while making the Independents (or even major factions) inhospitable to start.   
- Really minor nit--this wasn't in the changelog, but was mentioned during discussion of .71--clicking a message popup still takes players to the last-viewed Intel screen rather than details of that item. It feels a bit clunky having to switch to the Log and change filters, then reset them next time you want to check prices or bounties on the map.
- I was going to point out that I haven't run across any of the new ships yet, but it occurred to me that this playthrough has been spent almost wholly in Pirate / Hege space.

39
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 18, 2015, 04:02:41 PM »
Another small request--it'd be nice to be able to click on a notification and be taken to the full story in the Log screen, regardless of what filter is set on the Intel tab. Depending on how I'm playing at the moment, I either have the map filter set to Prices or Bounties, so it's a little annoying having to switch to All in order to read an event description. Not a huge deal, but something that comes up every few minutes while playing.

40
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 13, 2015, 07:08:14 PM »
Is there any way to tell how far out the system bounty range extends in hyperspace? I just had an absolutely epic battle that would have netted me 30k+ if the payment triggered, instead I'm left trying to pick up the pieces of my fleet with zero cash :( Gravity wells from the issuing system (Eos Exodus) were close enough to be seen on the same screen as the battle site--the battle didn't have the grav well backdrop though.

There isn't, and yeah, that's a bit of a problem. IIRC it's 2000 units, or one map grid cell.

Thanks, that's really helpful--I've noticed hyperspace tends to have a greater number and variety of potential targets so it's where I spend most of my "hunting" time.

I'd actually thought of this when I found myself chasing down fleets after system bounties expired--the message isn't hard to miss if you're not keeping an eye out--but it might be beneficial to add a small 'bounty eligible' indicator to the campaign view. Maybe a small logo a the corner of the screen that appears when in an active bounty system or the hyperspace area. The logo would be that of the issuing faction, and its tooltip could provide important details like expiry, frigate value and valid target factions. Just a thought, I have no idea how much work something like that would be to implement.

41
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 13, 2015, 03:33:53 PM »
Is there any way to tell how far out the system bounty range extends in hyperspace? I just had an absolutely epic battle that would have netted me 30k+ if the payment triggered, instead I'm left trying to pick up the pieces of my fleet with zero cash :( Gravity wells from the issuing system (Eos Exodus) were close enough to be seen on the same screen as the battle site--the battle didn't have the grav well backdrop though.

42
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 12, 2015, 09:19:51 AM »
I'm finding it really quite difficult to get weak pirate spawns to slaughter around the starter system.... I just cant find ANY :/

Try parking yourself in the asteroid field around the pirate planets/station in Corvus and switching your transponder off, preferably on the far side so the Hegemony authorities don't yell at you. Run scans intermittently and with any luck smallish pirate scout fleets (or better yet, lone pirate smugglers) should come by relatively often. The local security forces are pretty good about cleaning up pirate activity but in the hyperspace surrounding the system things are a little more spread out, check around the edges of the Deep Hyperspace.

You can also team up with Hegemony / Mercenary patrols to take on larger fleets, although bounties are proportional to your fleet's contribution to the battle (from what I can tell, on a hull damage basis).

Also watch out for medium- and large-size patrols boosting around like crazy, there's a pretty good chance they're chasing pirate fleets they can't keep up with--sometimes these are the nasty fast attack fleets with 3-4 frigates and fighters, but a lot of times they'll be 1-2 frigate scouts.

43
General Discussion / Re: 0.7 feedback
« on: December 08, 2015, 04:09:03 AM »
Also definitely agree that commissions could use an income boost, ideally something that ramps as the player levels.

I think it would be really cool if commissions paid a fraction of your fleet upkeep (in credits). It would make sense i think. They want to hire a bigger fleet, they gotta pay more.

I think the old Exelerin mod had something like that (or I'm thinking of a similar mechanic in a mod for Mount & Blade, where as a merc working for a kingdom part of your upkeep is subsidized). SS+ has almost the opposite idea in place, with recurring wage costs paid out based on total crew strength and experience. At any rate, I'm sure the faction mechanics will be getting quite a bit of attention as the campaign gets built-out further. 

On another progression-related note, the original 0.7a release seemed to have procurement contracts appearing about right, usually only offering 10-50 volume contracts at first, maybe 100-200 for cheap stuff. But 0.71 seems to have randomized quantities so even at the beginning contracts for 500, 1000 or 5000 units are taking up vital space in the mission browser.

44
General Discussion / Re: 0.7 feedback
« on: December 07, 2015, 05:34:24 PM »
Wow, I had no idea ship loss XP gains were done away with, I guess what I'm seeing are what would have normally accrued based on combat performance. I keep seeing huge gains after battles that cost me a ship or two, but that's probably just coincidental with the amount of killing my fleet would be doing in a battle of that scale. It's too bad that mechanic was removed, but it sounds like a relatively easy exploit to address--maybe scaling XP gains based on ship size vs. player level--so it may be something that comes back in the future as the campaign is built out.

Also definitely agree that commissions could use an income boost, ideally something that ramps as the player levels.

45
General Discussion / Re: 0.7 feedback
« on: December 07, 2015, 02:00:48 PM »
One thing I always loved about Starsector was how it discouraged savescumming by granting hefty XP following battles which result in the destruction of the player's fleet. I'd like to see bounties earned in defeats paid out as well: faced with the chore of rebuilding essentially from scratch, I typically find myself F9-ing 'squad wipes' by the time I've amassed 4-5 ships. But I hate the idea of rolling back the clock after an epic slugfest fleet action, especially when my ships have inflicted outsized losses on the enemy. Like the XP awards, I think payment of earned system bounty credits would encourage people to continue after a hard-fought defeat. Plus, by helping the player get things back on track following a rout, this should also promote a bit more risk-taking in the campaign.

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