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Messages - Zhentar

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16
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 21, 2019, 08:30:21 PM »
Who can clarify how interaction with factions must work?
Im a bit confused. Im stealth raid few times Hegemony planets. Standing drop to -35. Game still give me procurement quests, i can accept them, but cant finish, even if i come to planet undetected and with turned off transponder. And more confusing, I take pirate quest to deliver stuff to Hegemony planet and cant finish it too. Pirate standing is -14, afaik npc must be interactable in both cases. -_-

Planets that you've raided, especially more than once, won't interact with you at all for months afterwards, regardless of standing. It does say this in the text when you dock, albeit without any color drawing attention to the different response.

17
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 19, 2019, 08:47:57 PM »
Also, how long is the post-raid transponder on danger time supposed to last? I had to turn on my transponder to help out Mimir Siphon right after raiding Raesvalg but they didn't go hostile.

And it looks like raiding doesn't have any 'just turned off the transponder' memory? Here I've been sneaking into the system with it off like a good raider, but apparently I can just turn it off in orbit immediately before launching the raid!

18
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 19, 2019, 08:36:53 PM »
Hmmmm.... So after the battle, I got a dialog saying something about how I couldn't pursue the enemy, with two options; the first was disabled and the second was "Leave". I believe the faction I was aiding had only the station present in the battle, and that station was destroyed, so their forces were entirely defeated. Also there was a bounty active, though that doesn't really seem like something that would matter.

Thank you for the added info! Gave this a try - didn't cause the issue, either. Which I guess is good in the sense that it's probably not going to require a hotfix due to not being a general issue, but bad since, you know, haven't actually fixed it yet.


Okay, I just happened to come across a rather substantial pirate armada attacking an unguarded Mimir Siphon platform, so I got a chance to experiment with this some more. When I destroyed all of the pirate ships, it went into a normal victory screen. However, when I got some of them to retreat mid-battle (after heavily damaging them) and then let the remaining enemy ships end the battle by retreating at the end of the fight, it goes to the Pursuit screen, at which point my options are "Join the pursuit" and "Leave"; the pursuit must be joined to get loot but there are several cases where pursuit is unjoinable.


Also it turns out if you try to generate lost ships for your fleet by ramming them into an allied station and in the process destroy the station with your ship's explosion, it will stop being allied after the battle.

19
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 18, 2019, 10:38:37 PM »
Just to confirm, is this vanilla? Having a hard time seeing how this could happen, but didn't check into it just now.

Yep, pure vanilla. Patrol fleet for an LP station. Reflecting on it, the thing that strikes me as interesting here is that this is the first one I've noticed over the 30 ship limit... and it's full on double it. Almost like it was supposed to be two separate fleets.

So far, got proper salvage in every case. Any thoughts on what may be different here?

Hmmmm.... So after the battle, I got a dialog saying something about how I couldn't pursue the enemy, with two options; the first was disabled and the second was "Leave". I believe the faction I was aiding had only the station present in the battle, and that station was destroyed, so their forces were entirely defeated. Also there was a bounty active, though that doesn't really seem like something that would matter.

20
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 18, 2019, 08:46:19 PM »
A problem with the clean disengagement mechanic, from the other side: I joined in on a battle to defend another faction's space station. Although my side ultimately prevailed, the station was taken out and the pirates were able to disengage without allowing pursuit. And, more importantly, I was forced to leave without any post-battle salvage or ship recovery (which rather stings because I lost 5 ships in the battle!).

21
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 18, 2019, 07:31:22 PM »
Uh.... are LP fleets supposed to be exempt from the fleet size limit?

Spoiler
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22
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 18, 2019, 07:22:16 PM »
The point of Expanded Missile Racks is for Locusts to last for a long time.  For Conquest, it is worth giving up medium energy and/or missiles for more Locusts.  I have not tried Prometheus 2.  If it is anything like Atlas 2, it probably does not have the OP for anything aside from the leanest, barely functional loadouts.

Yeah, that's what I mean. It's got the same 220 base OP as Atlas Mk II, and two large hybrid mounts & two fighter bays. Spending 48 OP on one Locust is nuts compared to leaving the large missile hardpoint undersized or empty & spending the OP on flux vents/capacitors/ITU to feed the hybrid mounts or better fighters in the fighter bays.

23
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 18, 2019, 05:15:59 PM »
I like the idea of Onslaught (P) and/or Legion (P), or maybe Onslaught (P) and Legion (LP).
The (P) we are clearly missing is Venture (P). Though I would love to see a Legion (LP)... it's just maybe not the one that makes the most sense lore & progression wise.

Hmmm, that's a bit unfortunate. Large missile weapons don't really accommodate that too well... even the Locust only gets 15 shots. Which might be enough, but I guess I'll just stick a salamander pod in there. At least it frees up 15 OP to spend elsewhere!
Locusts have some ammo, so that works out alright in all but the largest of battles.  (Squeeze in Expanded Missile Racks if you can for Locusts.)  I do not about MIRVs in 0.9, but I thought MIRVs were useless during 0.8 because AI wasted the ammo frivolously.

Alas, as the Prometheus Mk II is the biggest & toughest ship in my fleet right now, the largest of battles are exactly what I'm concerned about. And no way I'm blowing 30 OP on expanded missile racks for one locust to waste ammo frivolously (also, my Atlas Mk II has two locusts so when Locusts are the right tool for the job it's going to do the job better for fewer deployment points).


Thoughts on balance/difficulty for the next big update (0.9.5? 0.10? .... 1.0???): I can make a huge profit satisfying the deficiencies and draining the surpluses of severely dysfunctional (i.e. Pirate & LP) economies... I just made a million credits selling things that I happened to have on hand at Epiphany (and could fill my holds back up with very cheap domestic goods & ore if I weren't relieved to have free cargo space), because it's currently at -5% accessibility. Maybe there should be some sort of cap/diminishing returns to what they can purchase? That is, while they reasonably value the goods this much, they simply do not have the resources to acquire all of them, as a direct consequence of them desperately needing things while also being unable to sell the things they do not need. Alternatively, maybe the... less lawful... factions need a 'well-established smuggling' accessibility bonus to compensate for their extreme 'hostilities with other factions' penalties.

24
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 18, 2019, 03:39:44 PM »
My Prometheus Mk 2 is firing off MIRVs at single fighters. Is it supposed to do that?

Kinda is, yeah. It's got the "ALWAYS_PANIC" flag which makes it really free with missiles. (Less than ideal if it's a core ship for the player, but, well.)


Hmmm, that's a bit unfortunate. Large missile weapons don't really accommodate that too well... even the Locust only gets 15 shots. Which might be enough, but I guess I'll just stick a salamander pod in there. At least it frees up 15 OP to spend elsewhere!

25
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 18, 2019, 12:49:45 PM »
My Prometheus Mk 2 is firing off MIRVs at single fighters. Is it supposed to do that?

26
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 18, 2019, 11:09:13 AM »
66% more lanes. Once I learned the new hyperspace storm mechanics, I didn't mind traveling through hyperspace clouds and taking advantage of storms, but I still have to agree that the added lanes feels better, even though the difference is subtle enough I didn't realize it until I saw the diff in the code!

27
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 15, 2019, 10:14:10 PM »
I had independents claim all the objectives in my beacon system colony once. Didn't have any patrols yet so I don't know if they would have taken them back, though.

28
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 15, 2019, 06:29:29 PM »
They don't care until you establish a colony, at which point they'll not only take control of player owned objectives, but they'll even build makeshift ones in open stable locations.


Are domain probe graveyards supposed to be a thing?
Spoiler
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29
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 11, 2019, 07:14:30 PM »
 :o I think Alex might be reading this thread!!!!
Spoiler
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30
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 10, 2019, 03:10:31 PM »
Blog post typo: "Added abmient sound track"

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