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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 - David

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16
I consider the strict answer to this question to be undefined or, if you like, "anti-canon".

FWIW though, considering the Domain's ideology of centralization,  I would expect Gate Haulers not to come from sectors that could be considered anything like a frontier.

17
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 23, 2024, 02:19:26 PM »
david why is there an arch-vile on the guardian??


Real talk: if there wasn't, it would be necessary to draw one in and release a hotfix to make it so.

18
Hovering over the local Storage tab in the fleet menu for my owned planet, the description states "Storage space for ships and cargo. $market is under your control, and there are no storage fees or expenses."

Ah, dang! I see it. Logged this one, thank you.

While I'm here I'll also mention that the Luddic Shrine visitation for Volturn seems to reset the tag for visiting it every time you leave. If you visit the shrine, close the planet window, and then re-interact with the planet you'll be able to visit the shrine again- though only in so far as you can go light the candle again. You'll still keep the quest progression and won't repeat the dialog with the shrine keeper. This seems like it could easily be intentional but just as easily be unintentional (although I vaguely recall this happening when it was first added so maybe it's intentional and I've simply forgotten).

Yes, this is intentional. For players who have embraced the Faith it's important to be able to re-visit shrines and show devotion!

19
Bug Reports & Support / Re: The Typo Thread
« on: February 22, 2024, 05:41:17 AM »
Thanks for the reports, fixed the items above in-dev!

20
Suggestions / Re: Gate Hauler can be a target for mission scans
« on: February 20, 2024, 06:21:34 AM »
Thank you for the report, I've logged this to get fixed.

21
Bug Reports & Support / Re: The Typo Thread
« on: February 19, 2024, 10:12:40 AM »
Has anyone reported the "cyro-stabilized" typo in the Diktat bar quest for lobsters?

Ah, dang! I swear someone did report this - or maybe another instance - but this snuck through. Anyway: thank you, fixed it in-dev!

22
Bug Reports & Support / Re: Assorted Minor Fixes
« on: February 19, 2024, 07:54:30 AM »
What a fantastic report, thank you so much for this!

23
Bug Reports & Support / Re: The Typo Thread
« on: February 19, 2024, 06:49:15 AM »
Thank you, fixed all the above! Er, mostly.

(Maybe a cooperative requirement is too strict? I don't know if anyone gets a contact other than Alviss to cooperative, especially in vanilla where you can't remote call a contact, and Hybrasil has no gate so is visited even less often.)

(You've got to really *earn* that admission!)

If you start The Scythe of Orion quest by destroying a Remnant Station (Not by talking to the Pathers at any point, you just find logs in the wreckage about a Planetkiller and a Hegemony Fleet), retrieve the Planetkiller, and then speak to a Pather leader on one of their stations with the PK in your inventory, the dialogue with that Pather assumes you'd previously discussed this matter with them. "I have your Planetkiller" and "I confess, captain, I did not expect you to return", even though you'd never once spoken with the Path regarding a PK or any sort of deal involving that PK.

I'm going to set this one aside for a bit until we're 1000% sure there won't be another hotfix, but I've got it logged in my TODO so I'll come up with an alternative interaction for this case.

24
Hi! Thank you for the report. I tried this really quick and it worked as expected.

Do you have a savegame of the situation? I'd wonder if maybe something else was tagged on the planet (which should *not* happen, but oversights happen).

Are you running any mods?


25
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 16, 2024, 10:58:55 AM »
Found a bug that doesn't appear to be in the patch notes, so I'm not sure if it's been fixed: If you go to Sindria, talk to someone about the Diktat crisis, and then refuse the deal, the Sindrian Diktat part of the meter disappears. They also don't have the option to ask about the deal anymore.

Hey! I'm trying to reconstruct what's going on for you, but I need some clarification, if you're able (or if anyone else has experienced something similar).

- When you say "the Sindrian Diktat part of the meter disappears", do you mean that in the Colony Crises intel item the main progress bar loses 200 points and no longer displays a purple-border box describing an upcoming attack? (This is what should happen; you get a warning of an "impending attack" for a few days in the Colony Crises intel, then the Diktat fleet starts to actually assemble on-map and it gets its intel info rolled off into its own entry under the "Sindrian Diktat" category.)

- If that is *not* what is happening... can you tell us more?

- Are you certain you are talking to the same Diktat character who offered a deal before? They should have a post of "Station Commander", "Base Commander", or "Administrator" ie. someone who can give commissions rather than eg. the "Quartermaster" who can't. The former characters can make a deal to stop the attack, the latter can't.

26
Thank you for the detailed breakdown, that's super useful! I, for one, know nothing about how this works but I imagine your feedback will be valuable to Alex. *thumbs up*

27
I'm going to have to report that this is nowhere extinct as we thought (in the latest RC10). I just made infinite money by starting to sell supplies until I filled the deficit on Epiphany (like 130+ mean price per piece). Then I saw that the supplies are at 100? What? that means I can buy them back. and I did until the price increased to 110 (like 600 pieces). Which created a 600 deficit for 145 (or so). Then I sold them back for more money and so on.
Then I decided to try the buy all (without existing deficit) and sell all after. Each cycle (buy+sell) gave me like 20080k extra credits. The infinite money still present :(

Thank you for the report; confirmed that I can reproduce this effect. I've got it logged for Alex to check out.

28
Oh, that's a good one. Thank you for the report, I've logged it to look into.

29
Bug Reports & Support / Re: The Typo Thread
« on: February 16, 2024, 05:36:07 AM »
In the 'Retreat' and 'Direct Retreat' orders, I think 'open' should be 'opening' here?

Quote
Does not require a command point or open the command frequency if the ship is out of peak performance time and is losing combat readiness.

Hmm. Maybe if we remove "the" so that it connect this description to the mechanic by using the exact same terminology. Yeah, I think this works.


Thanks for the reports, cleaned everything up in-dev!


30
Is anyone else still seeing this in RC10?

I think I am.

Ah, to clarify, can you describe in more detail what's happening (or not) with your game? Like, does the music volume control simply not work at all? Or does it work only in certain contexts?

And you are indeed on RC10, and no mods that change sound settings?

I pulled the latest build here and it seems to work as intended set to full volume, no volume, partial volume and appears to work in multiple contexts eg. in dialogs, in campaign exploration mode, etc. If you can give any additional info, that'd be appreciated!

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