Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zelnik

Pages: 1 2 [3] 4 5 ... 12
31
General Discussion / Re: Deployed #
« on: December 19, 2020, 04:51:50 PM »
Because the enemy has no restrictions on how many ships they can have per fleet, and you are permanently stuck with 30, it means you will always be outnumbered, outgunned and ultimately, the game will cheat against you to assure you lose.
That used to be the case until 0.9.1a.  Now, since they (usually) honor the same restrictions applied to the player, we get enemy fleets with ten capitals and twenty big sub-capital ships instead of the sixty to hundred frigate to cruiser hordes seen in 0.9a.

This isn't true at all, the game happily roll you down hill if you don't cheat yourself, so cheat as much as you can.

32
General Discussion / Re: Player Choice
« on: December 18, 2020, 08:58:04 AM »
gotta love Escape Velocity

IF there will be faction specific quests, I would -really- want a quest line when you make your own quest as the other factions try to suppress or ally with you against others.

33
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: December 13, 2020, 09:39:14 PM »
The absolute 100% best thing about this mod is how the revolutionary council has terrible recorder music for its theme.

It shows how childish both they and their philosophy are and makes me very happy when I carpet bomb their worlds.

34
General Discussion / Re: Deployed #
« on: December 12, 2020, 07:43:23 PM »
Because the enemy has no restrictions on how many ships they can have per fleet, and you are permanently stuck with 30, it means you will always be outnumbered, outgunned and ultimately, the game will cheat against you to assure you lose.

35
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: December 12, 2020, 08:06:54 AM »
You just need to keep that ship on your fleet untill your crew extract all the Rosenritter blueprint out of it and that's about it.

Regrettably, there are only battlecruisers in the Rosenritter fleet.. I want something...-BIG-

36
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: December 11, 2020, 02:11:36 PM »
So I want to say this:

I love this mod. I love Rosenritter ships and my flagship is the Traumatananzer battluecruiser.

Question: I found the ship in accordance with the mission after I found the Rosenritter carrier, but the mission has not completed...Is there something else out there?

Can we hope for a Rosenritter battleship?

37
Mods / Re: [0.9.1a] ApproLight v0.8.5-RC4 (2020-9-3)
« on: December 06, 2020, 01:21:31 PM »
So I went off to do other things then decided to go and get the flashy golden ships.

I have given plenty of credits, over 1 mil, to the boss, but he hasn't given me the quest. My reputation is 100/100. 

What am I doing wrong here?

I do have a commission as well.

38
General Discussion / Re: Massive problems with fleet deployment
« on: December 01, 2020, 12:58:12 PM »
I was playing at 300, didn't even know the setting was there. Hopefully now it won't be as bad.
 

39
General Discussion / Re: Massive problems with fleet deployment
« on: December 01, 2020, 12:55:03 PM »
So the argument is "Don't use your money, don't build big, don't keep those cool ships that you found drifting, ONLY PLAY WITH TINY STUFF BECAUSE OTHERWISE YOU WON'T GET TO USE THEM!"

Sounds like this part of the game was designed for a Cuban dictator.

40
General Discussion / Re: Massive problems with fleet deployment
« on: December 01, 2020, 12:30:47 PM »
Deployment is scaled based on the relative fleet sizes. Up to 50%. So if the base is 300 (150 each) and you’re heavily outnumbered they can deploy up to 200 while you will be limited to 100. This is a cap though, you cannot be outnumbered more than 2 to 1 on the combat map unless you fail to deploy your max

This is stupid. Why is there some magic barrier keeping the rest of my ships from entering the battle?  Especially when -I- am going to -THEM- for the fight!! THIS MAKES NO SENSE AT ALL.



41
General Discussion / Re: AI in combat help
« on: December 01, 2020, 11:40:35 AM »
All flight crews were carefully informed that their purpose was to not only run into an enemy fleet and die, but also to cross in front of you to be shot by friendly fire.


In all seriousness, the AI is stupid and that hasn't changed since release.

42
General Discussion / Re: Massive problems with fleet deployment
« on: December 01, 2020, 11:37:56 AM »
It was set at the default 300, but it doesn't explain why I could deploy 100 points of ships and the enemy deploy 5000.


43
General Discussion / Massive problems with fleet deployment
« on: December 01, 2020, 11:27:45 AM »
So i went into a battle and found I could only field 100 points worth of ships, while the enemy fielded easily between 300-400 points of ships.

Why am I restricted to  two and four  vessels while the enemy can literally fill the map with ships? This problem has persisted with or without mods to boot.

44
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 16, 2020, 03:29:12 PM »
So Nanoforges will be basically restricted from being on a habitable world realistically since the penalty only exists on them.

Okay.

I mean... That does make sense. You wouldn't want your main refinery, factory and assembly line to be on a world that has more value for population habitation. No one complains about smog if the normal atmosphere is sulfur dioxide with regular sulfuric acid rain storms.

45
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 15, 2020, 07:38:08 PM »
I don't think technological development is correlated with efficiency or pollution at all. Efficiency and pollution reduction are goals that technology can be developed for (or not). In recent history, we have developed a lot of technology with the goal of reducing pollution so it might seem like technological development leads to a reduction in pollution, but if you looked the industrial revolution, there was a lot of technological development that lead to increased pollution because our goals were different. In a lot of cases, we actually lose efficiency by implementing technology to reduce pollution (clean coal) because we are wasting some energy to deal with the byproducts of the energy generation process. Nuclear power is the same way, there is actually some really nasty waste generated, but we implement technology to eliminate or contain it that reduces the overall efficiency of the energy generation process.




There is a flaw to this. If these are nanotechnology with the proper tiny machines building things at the molecular level, it means that any and all byproducts can and would be created in a manner that would make them non-waste. A good example is, say, cyanide.


Nanomachines could turn the harmful chemical into something useful before it became an environmental hazard. Carbon dioxide could be turned into O2 and pure diamonds, methane could be converted into plastics. With real nanomachines there is no such thing as waste.

As a side note, pollution is not necessarily inefficiency, it's just the byproduct of reactions being released into the environment. It can be reduced by improving the chemical process to generate less byproducts or by containing/dealing with the byproducts. Perfectly efficient combustion still generates byproducts. Very few reactions actually have zero negative byproducts, even at perfect efficiency (maybe nuclear fusion or hydrogen + oxygen combustion).

Pages: 1 2 [3] 4 5 ... 12