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Messages - basileus

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31
General Discussion / Re: industry slots
« on: April 25, 2023, 05:21:55 AM »
Keep in mind that Nex invasions and raids will scale with the permanent defenses.  Keeping the defenses a little more threadbare could make it easier for the player fleet or a Special Task Group to defend.  You can create your own STG, order them to act independently, and they will defend your systems.

32
General Discussion / Re: Lumens
« on: April 24, 2023, 09:24:53 AM »
I actually found your Lumen to be helpful.  Exploiting the AI with Squall spam isn't the only way to deal with Ordos.

Beta Core Radiant, Aurora, Omens, and the Lumen.  Drop Target Analysis for Combat Endurance on the Lumen.

Instead of bottling the Remnants up, try spreading them out as much as possible with the Omens and Lumens.  The meager damage output from the Lumens is actually an advantage because you just want to distract and not kill until your Radiant has KIA'd all the Ordo Radiants.  It's only your Radiant that you want camping the enemy spawn zone until all of the Radiants are gone.  You might want a cruiser in support, if you're up against 4-6 Radiants.

The Lumen are vulnerable to strike craft; and so if there are a bunch of Scintillas, you probably need more Omens and fewer Lumens or at least to reconsider the front shield conversion.

33
General Discussion / Re: Colony Defense Question
« on: April 24, 2023, 07:15:46 AM »
Hello everyone!

It's been quite a while since I last played and one of the things I disliked the most was having to babysit any colonies from pirate activity as you couldn't send fleets from your faction to deal with them and at end game you'd have to go out of your way to defend the AI factions or their planets would inevitably collapse.  Has this been addressed or are we still responsible for dealing with the nonstop armada of zombie pirates?

Thanks!

It's a lot less annoying than it used to be, and if you use Nexerelin, you can order Strike Fleets to deal with pirate bases and Operatives to disrupt Pather cells.

34
Hi, I'm trying to start a new run but every time I finish selecting perks for my new captain and the game tries to generate the new world it crashes out. I've tried updating a few mods that were out of date but the problem persists. I shortened the starsector.log to the part with the error because the whole thing was huge
https://pastebin.com/Hsq2rdUD

Try without Industrial Evolution.

35
General Discussion / Re: Asking ChatGPT things about Starsector
« on: April 23, 2023, 09:22:36 AM »
Oh god that is great advice. It also got me curious. What is the 5-mudskipper colonization special? The AI must have gotten it from somewhere.

It's giving nebulous advice.

36
General Discussion / Re: Logistics is 90% of Combat
« on: April 23, 2023, 08:18:07 AM »
OP did use the winky face emoji and called it a hot take.

Hot takes are provocative positions taken by US "journalists" to try to stir up controversy to drive engagement.

37
That was insightful.  Thanks to both of you.

38
Code
public void advanceInCombat(ShipAPI ship, float amount) {

        Map<String, Object> customCombatData = Global.getCombatEngine().getCustomData();

        final String key = "ZDA_Test" + ship.getId();
        float shieldTest = customCombatData.get(key) instanceof Float
        ? (float) customCombatData.get(key)
        : 0f;
       
        if (ship.getSystem().isOn()) {
            shieldTest += 0.0175f;
        } else if (ship.getShield().isOn()) {
            shieldTest -= 0.0175f;
        } else {
            shieldTest = 0f;
        }

        shieldTest = Math.min(Math.max(shieldTest, 0f), 5f);

        customCombatData.put(key, shieldTest);

        ship.getMutableStats().getBallisticWeaponRangeBonus().modifyFlat("test", shieldTest * 80f);

    }

I'm not a Java guy, so I am a little curious if the explicit typecasting to (float) is necessary in the immediate aftermath of the instanceof Float check.

39
There's an economical reason if D-modded ships are cheaper to build and maintain.
 Not all nations operate the same.
 Some will spend copious amounts of money on a small, well trained and equipped army.
 And some will try to amass the largest army possible on a budget. Only spending lots of money on a few key units. (This method has been used very effectively in history, I encourage you to look up the Battle of Nicopolis on YouTube.)
 And some nations are in a tight spot, and just have to make do with what they can afford.

 Having the option to produce for quantity rather than quality, would not only be fun for a lot players, it would also be fairly realistic.

I think there's a big difference between an F-16 or a Sherman tank, and an F-35 with a warped airframe or an M1A1 MBT with a bent barrel.  Defective units would be more expensive to field in the long run, in practice.  But this is a Sci-Fi game, and the real world analogue to a DO fleet would presumably be a 3rd world militia or paramilitary outfit, which wouldn't have access to heavy industry, rather than a nation state rejecting the Mahanian Doctrine.

40
Suggestions / Re: Proximity Fuse vs. Shields Incorrect Damage
« on: April 19, 2023, 07:47:30 AM »
(It's potentially pretty tricky - I mean, it's probably not that hard to brute-force, but it's a calculation that needs to handle *a lot* of projectiles running the test on every frame...)

Sounds like a strong case for realtime GPGPU.

41
Just to bring myself up to speed, but it seems like we're taking a skill that was clearly designed for people who didn't want to min-max and repurposing it for min-maxers.

To accomplish this, we need to add a new UI flow to give players control over which d-mods specifically to either add or to remove or both.  Also, another UI flow to be able to choose to produce new ships in a defective state.

Of course, few to no min-maxers are likely to actually take advantage of this development work, unless the skill becomes powerful enough in the process to become the new meta.

This seems like the sort of thing that's better suited for a mod than as a milestone for the only engineer working on the game, surely?

42
Is it possible to programmatically create/propagate user input events to be consume()d?

Is there a timeline for a verdict on the Java8 migration?  Will this happen by 0.96 or later?

On a scale of 1 to 10, how excited would modders be to be able to create custom panels using a Webview?  (HTML5, CSS, and JavaScript)

43
2) I can't find a way to make launching it convenient, I have to navigate to the folder every time.

https://lutris.net/games/starsector/

I can't believe that I forgot about Lutris.  If you're going to game on Linux, you probably want to use it.

44
Welcome to the forum, Julianna.

You might try asking boggled in the mod thread

I think that you may need to update the sprites in the data> config> custom_entities.json file in the TaSC mod folder.

45
There's no point in bringing logic into this.

I mean ships have giant rocket engines on the back, right?  But they can decelerate as fast as they can accelerate (despite the absence of giant rocket engines on the front); they can go backwards as fast as they can go forwards; and, how is there is a max speed in the vacuum of space anyway?

Best not to think about such things.

Although then this would probably lead to people saving and reloading with this ability until they get "good" D-mods.

So add a hull mod called "Sequestration" that is the opposite of Hull Restoration.  It reduces Max Crew, Skeleton Crew, and Supply usage by 50%, and has a chance each month to add a random d-mod.

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