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Messages - SaberCherry

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91
General Discussion / Re: How do we make small ships useful?
« on: September 11, 2020, 10:16:44 AM »
Third solution: make Frigates even more disposable with a soft-cap on total fleet size that treats them as considerably-cheaper resources, so that players and AI fleets can just have a heck of a lot more of them.  This kind of fits with the "garbage ball" fleet concept and with the feel of the Starsector universe; a capital ship should feel really big, bad and ugly, but fleets should not be composed of multiple capital ships, but should mainly be little stuff.  The AI already does this a lot more than it actually should, but it'd be nice if players had to do the same. There are various ways to approach this; one of them is to simply make paying for Frigates much much cheaper per month vs. heavier stuff, another would be to use the not-yet-seen new mechanics for fleet size, etc.

I've been thinking along these lines too.  If a fleet had caps of, say, 10 slots for any ships, 5 for cruiser or smaller, 5 for destroyer or smaller, 10 for frigates only, and 5 more for noncombat (civ-hull salvage, tug, freighter, tanker, or recon), there would be an incentive to keep and use frigates throughout the game, and a lot more fleet variety.  Frigates should also cost a bit less to purchase and operate, IMO, considering their squishyness.

Additionally, it would help if you could go over the fleet size limit but anything over the limit would be mothballed, or if you could decommission/abandon ships from the salvage menu, since otherwise you can't recover enemy ships after combat.  I like to go into combat with at most 25 ships in case I get lucky with recovering enemy ships...  if you have 30, you don't get to recover anything.  And at 29, you don't get any selection, just some random ship which is usually a Hound.  So to keep my fleet size at or below 25, what do I cut?  Frigates.  And I don't recover them, either, since that would put me over 25.

The biggest problem with frigates in an unrestricted fleet is PPT since in a big battle, no matter how cheap or powerful you make frigates, they will not last to the end.  Thus they either need as much PPT as big boats (which would not make sense in small battles) or they need to not compete for limited fleet space with big boats.

When it comes to ordering frigates around, I installed an "Automatic Orders" mod, because it retreats any ships that are at 10% of their PPT automatically, which I want, because I sometimes (ab)use redeploying. Some would call this cheating (because I don't have to choose between controlling my flagship and paying attention to what's happening on the tactical map), but if I had to either replace dead frigates or remember to retreat them (and spend more time in tactical map so as not to lose the order window), I would just stop using frigates altogether after some point.

I find that very useful as well...  in particular, I like to send in a couple of LP Lashers at the beginning and it's annoying to manually retreat them every single battle of any size.  Even just finding them is hard since there's no way to select them without searching around the map, and you can doubleclick one to mass-select them, but then you can't retreat them anymore.  "Retreat when out of missiles" is also super-useful, particularly for Kites.

92
General Discussion / Re: Re: What's your enforcer build?
« on: September 10, 2020, 11:11:40 AM »
It would be nice if there was a 0-OP hullmod that disabled the special system.

93
I was playing with this and Nexerlin and noticed that Blackrock ship prices are not affected by D-mods.  Other ship prices are, though.

94
When playing Nexerlin with Yuri XP, I noticed that ships with D-mods barely have a purchase price reduction, like roughly 100 credits per D-mod for a 50k ship.  Also, the variety of ships available for purchase was very limited, there's like 15 combat freighters and a handful of frigates.  But almost entirely freighters.  Furthermore, there are 3 missile launchers for sale, 2 fighters, and that's it, no other weapons.  So I couldn't really try it out...

It's funny when a pirate base puts in an urgent request for J-POP CDs, though!

95
General Discussion / Re: What's your enforcer build?
« on: September 08, 2020, 05:43:42 PM »
My last playthrough I always kept 3 Enforcers in my fleet to the very end for several reasons:

1) I could get all I wanted from pirate fleets, and they were basically the best destroyer I could get from pirate fleets.
2) With skills for reducing D-mod effect, and reduced maintenance due to D-mods, they were super cheap to keep around and use a lot.  Even with degraded engines they keep up with capitals and cruisers.
3) They have medium guns pointed in lots of directions plus 150 omni shields, which with front conversion, goes to 300 degrees.  This gives them a huge area of control versus frigates.
4) 420 seconds peak performance.  This is the most crucial!

So I'd use them (under AI control) in every battle just to occupy stuff until I could deal with it.  They cost nothing to acquire, cost very little to operate with 3+ D-mods (even increased maintenance is a net positive if you field them often enough), you get so many that you can pick and choose which D-mods you want, and actually last for a full battle.  Toward the late game the problem I have with frigates and most destroyers is that they run out of operating time in a big battle, while cruisers and capitals take too long to recover to handle multiple fleets, especially with pursuits.  Enforcers don't have either of those problems and it doesn't matter if they die, anyway.  So I can use them repeatedly in battle after battle and choose which other ships to accompany them based on the enemy composition.

The loadout was generally Hardened Subsystems, Efficiency Overhaul, and:

Flak: HMG, 2x Dual Flak, 2x Flak, 4x Swarmer, IPDAI and gyros.
Long Range: Heavy Mauler, 2x HVD, 2x Vulcan, 2x Annihilator, ITU
Discount: Mix of Heavy Mortar, Arbalest, Heavy Autocannon in front.  More of those or Flak/Vulcan (whatever's laying around) on sides.  Single Sabots/Hammers.  And Unstable Injector.

Missiles are not really important on these (particularly the budget) because they are supposed to stick around for the whole battle way after the missiles are gone and there's no budget for them, so they're the first thing to drop.

I don't like flying these things around because they're so slow, although the long range one is OK.  But if I plan to fly one I always give it front shields.

96
Suggestions / Attenuation
« on: September 05, 2020, 03:31:08 PM »
It would be nice to have an attenuation option on weapons, particularly beams, such that they do full damage at range 0 and 0 damage at max range.  Beams are currently pretty OP since they are instant and never miss; it would be nice if some of them had a downside.  Or, if mods could add weapons with attenuation.  It would particularly be fun if beam weapons had greater attenuation in nebulas.

97
Bug Reports & Support / Re: Doubleclick bug
« on: September 04, 2020, 07:26:58 PM »
I am using a Windows 10 computer.  When I click on things in Starsector, it doubleclicks.  This does not happen in anything else so I'm fairly confident it is unique to Starsector.  This is a huge problem since I often accept quests, or do all kind of random things I don't intend to do.

I don't want to tell you how to fix it, but, for example, you could have global timer (e.g. public static volatile synchronized/atomic long/Long with System.nanoTime()) and ignore any clicks that are registered within, say, 50ms of a previous click.

The game does not always doubleclick.  Typically when I try to avoid the bug by clicking and holding down for long time, the bug does not manifest.  If I just click lightly, it almost always manifests.

My apologies.  I replaced my mouse and everything works fine now.  It became clear that it was a hardware fault when I started lowering my shields randomly as well, and then I managed to replicate it elsewhere.  Starsector is very sensitive to multiple consecutive clicks.  I consider this to be a good thing.

98
Just to post a single information point, I am using an i9-9900 with integrated graphics and it plays Starsector flawlessly in vanilla.  I was very worried about adding mods that require graphicslib but after playing through on vanilla I did it anyway and there's no trouble (adding like 20 mods, half of which require graphicslib).  I'm only in the early game (since using graphicslib) so for all I know bigger battles could break things but with ~6 frigates or destroyers on screen (at 2.5kx1.4k) there's no problem.

I also have a low-tier Radeon card installed (RX550) but from the comments I'm scared to use it; I'd have to move my HDMI cable to a different slot and since everything works now, I don't really want to do that.  Might be less noisy though so if that generates less heat than Intel integrated graphics I'd love to hear it.

BTW this is on Win10 which I would never recommend to anyone.

99
Mods / Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
« on: September 04, 2020, 06:36:31 PM »
"You can increase the radar's range by going into data/config/radar/radar_settings.json and editing the "combatRadarRange" setting."

This is very useful information and hard to find.  I play on 2560x1440 and by default the maximum range is useless since you can see more on the screen (at max zoom, where I always play).  If I can make a suggestion, it would be to make 5 zoom levels the default with 3 as the default zoom, so that you can zoom both in and out by default (and to make that crucial information about how to adjust zoom levels more obvious).  I was very confused when I installed this and it showed less than I could see on my normal screen.  I then set it to 3000 but it's not quite enough; I'm trying 4000 now.

I think this is wonderful and I really appreciate you making it.  I just happened to randomly get a huge monitor and it's super-useful to see the entire battle map as an insert.

...also, you mention in the description that the time-complexity increases exponentially with the radar radius.  That's not correct; it should be quadratically (I hope), which isn't too important.  If it actually is exponential let me know and I'll rewrite it to be quadratic.

100
Suggestions / Re: Constant Pirate Activity
« on: August 27, 2020, 12:12:42 AM »
I'd like to mention that, as a new player, it feels like making colonies is questionable.  Everyone - even groups with 100% affinity to you - randomly attacks your colonies for no reason, and when the game explicitly states "This faction is not at war with you so you will suffer no relationship penalty from fighting their fleet", you get docked 5 or 10 points for fighting their fleet.  I'm not sure whether that is intentional.  It's worth noting that no matter how many hulls you have in storage, you can never send an attack group back at them.

Initially I used AI cores and "free port" since the in-game text does not mention the downsides, or at least, suggest they are onerous.  Fortunately, I survived the onslaught and found out that you should never enable those early.  I turned them off.  This is not something you should learn the hard way.  I'll chalk this up to "documentation needs improvement".  As far as I can tell, you need to google a bunch and eventually land here:  https://www.reddit.com/r/starsector/comments/cp8c4j/091a_stressfree_newbie_colony_guide/

...before you can or should make a colony.  The first time you play, you need to never use AI cores, and never use Free Port.  Also, don't make colonies early.  But this is not stated anywhere, it's just a "gatcha!"

The constant pirate activity is a huge problem.   It's crushing my current game.  I don't know what spawns it.  Does it increase with the year?  With your fleet size?  Income?  Colonies?  I now get attacked with fleets that are dangerous to my colonies.  Like, 3 fleets full of pirate garbage capital ships.  It's trivial to kill them if I'm in the system (this is on easy, not sure what the difficulty modifies) but it basically makes it impossible for me to ever go more than 20 days away from my colonies.  I do it anyway, and just hope that they don't get destroyed while I am away.  But the game currently offers no means of preventing that.  I can literally have 10k marines and 100 ships in storage at the defending planet and it will not affect the outcome at all.  That's a problem.  I do have Battlestation, Patrol HQ, and Heavy Batteries on everything, and High Command and Star Fortress on 1 planet per system.  But I still get reports that my system will be crushed by pirate fleets (meaning fleets, orbitals, and ground troops are predicted to lose).  On easy.  In 25 days, when I am like 40 days away.  Since the time estimate is usually completely wrong, I can normally make it to a system 40 days away and circumvent a 25-day-ahead catastrophe. 

It seems like all normal factions are static but pirates ramp up linearly, so they are all doomed to get crushed, eventually.  Except when factions target you, and then, they ramp up linearly also.  The fact that enemy fleets are not subject to any restraints is a problem (specifically, the enemy can have an unlimited number of fleets while you are limited to 1, with 30 ships, so ultimately you will get crushed when the enemies ramp up linearly).

It's weird that pirates can grow exponentially out in the middle of nowhere, and randomly spawn 50 capital ships out of nothing every few months, while actual colonies need a lot of molly-coddling and investment.
 


101
Bug Reports & Support / Re: Level 21 Captain Bug
« on: August 26, 2020, 11:30:18 PM »
Should be fine, I uploaded it in another thread.  It's interesting, though.  There seems to be some problem with levelling.  I have 2 level 21 captains with commensurate skills.  But I also experienced a situation where I had a low-level captain and when offered two choices, I said "I'll try later" or whatever.  And when I went back, she was only ~40% through that bar so I couldn't level up when I tried again.  There seem to be one or more problems with consecutive level ups of subordinate captains.

102
Bug Reports & Support / Re: Autofit bug
« on: August 16, 2020, 03:31:44 PM »
This is my level 21 captain:
https://imgur.com/1maxg6i

And this is a quest that is impossible to fulfill:
https://imgur.com/Q8mIXNi

I'm kind of reluctant to keep cargo ships in my fleet because they spawn quests like this that are impossible to fulfill.  Note that at the time my cargo capacity was like 2k.  Not that it matters, because it's physically impossible to gather that amount of any resource in that timeframe.  But more importantly, no colony actually needs it.

Sorry, no pics of the autofit issue and I don't remember what the loadout was so I can't repeat it right now.

103
Bug Reports & Support / Re: Autofit bug
« on: August 16, 2020, 02:08:42 PM »
Oh!  That's neat, it allowed me to find images of 2 bugs.  So, how do I post them here?  Do I need to host them on a 3rd-party image site?

104
Bug Reports & Support / Re: Autofit bug
« on: August 16, 2020, 01:59:04 PM »
I can't take screenshots, it just doesn't work.  Hmmm.  Well, I guess I could take a picture with my cell.  Give me a few minutes...

105
Bug Reports & Support / Re: Doubleclick bug
« on: August 16, 2020, 01:56:38 PM »
This is a brand-new Dell Windows 10 desktop [corporate, I mean, we're all working from home these days], nothing special about it.  I prefer Win7 :)  I'll try to run it in admin mode and report back, but I'm not sure I'll be able to do so.

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