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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Messages - StahnAileron

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Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 17, 2018, 07:32:56 PM »
Regarding Sensor Profile: As I understand the sensor/detection mechanics as described by the tool-tip along with the effects of nebulae and certain Hull-Mods, high Sensor Profile is bad, correct?

If so, why does the ship stat screen label a positive Sensor Profile change in green, denoting a benefit, and a negative change in red, meaning a handicap? Don't I want a lower Profile?

Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 16, 2018, 08:58:18 AM »
Is there a bug with EXP and doing a post-battle chase fight? I've gotten into some very large battles recently (fleet can take on some endurance fights now). For the battles that are one-shot, I get the EXP I expect, more or less. However, I realize that for any fights that I do a chase fight with, the EXP is practically non-existent, even for officers that are like level 5 and participated in the main fight for the entire thing. (Eating through sixty-some ships should level-up a low-level officer.)

Suggestions / UI Streamlining (For Repetitive Actions/Tasks)
« on: December 15, 2018, 05:27:02 PM »
Is there a possibility of changing the hotkeys fro some things to make life faster? In particular, I'm talking about the UI keys for surveying and the salvage screen.

First, I have no idea why G/Q (survey) and T/R/G (salvage) were chosen. Salvage kinda makes sense (they're close together on a US keyboard), but survey's reasoning eludes me.

Since most of the dialogue in game can be controlled via the number keys, I kinda wish these screens (survey/salvage) could use them as well.

For survey, I cold just mash the "1" key to cycle through all the menus quickly to survey a planet. "2" would be leave while "3" could be colonize after surveying (so a player wouldn't get the colonize screen by mashing "1" too often).

Salvaging could be "1" for "Take All", "2" for "Confirm and Continue", with "3" for "Abort".

A player goes through these menus VERY often. Considering where your hands are for most of the game (for most players with default controls, by WASD and on the mouse), constantly used commands should be closers (especially given the dialogue system.)

Otherwise, please enable full customization of the UI/hotkeys for all menus/interfaces.

Mods / Re: [0.8] Useable [REDACTED] 1.0
« on: December 13, 2018, 02:53:03 PM »
You're using the wrong link for Dropbox. That's your account link. You need to set up/post a shared link.

Mods / Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
« on: December 11, 2018, 04:04:51 PM »
Kadur 2.1.3 and SS 0.9a RC10.

I have Kadur 2.1.4 now (install pending), but I didn't see it until I came here to post about the crash.

I'm using Version Checker to keep up with updates, but it didn't see 2.1.4 when I started that session, which lasted a few hours. (Actually, still not seeing it. Is 2.1.4 an official update?)

Mods / Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
« on: December 10, 2018, 07:30:31 PM »
Not sure if you fixed this in the newest version you mentioned, but I got a crash while progressing to the salvage screen after raiding a Kadur colony. Seems it couldn't find a blueprint or something. Here is the relevant snippet from my log file:

6406938 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [khs_dervish_wing_i] not found!
java.lang.RuntimeException: Ship hull spec [khs_dervish_wing_i] not found!
at Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at Source)
at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(
at Source)
at Source)
at Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.U.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

Suggestions / Re: Hyperspace Navigation Buoys
« on: December 03, 2018, 02:27:32 AM »
I have a red *REDACTED* system "close" to my main faction system. If only getting to it didn't require making a giant U-turn or otherwise cutting through a very active region of deep hyperspace.

But yes, some method to also mark/annotate the map/systems would be useful. Otherwise, it's just hoping the game logs what you want and you then tag it as important. Not as informative though.

Speaking of which: A way to DELETE fleet logs would be nice. Just because I discover info from surveying doesn't mean the info is important to me. (Ore levels don't mean much to me if the planet still sucks in terms of hazard rating.) The logs technically auto-delete once you survey the objective in question, but I shouldn't be forced to survey out-of-the-way locations just to clear an entry from my fleet log.

Suggestions / Hyperspace Navigation Buoys
« on: December 02, 2018, 10:01:00 AM »
In 0.9a, we can possibly build Comm Relays, Nav Buoys, and/or Sensors within a star system.

However, given the procedural nature of Sector creation, getting to any said star system could be a chore due to Deep Hyperspace Storms (especially now with the "Burn Drive on Storm Hit" mechanic possible throwing you WAY off-course). Once you find a path through hyperspace to key locations (e.g. your faction systems, Level 3 *REDACTED*-infested farms *ahem* systems, you won't always remember how to get there easily again without flipping back and forth to the map (which can be very rough for finding clear spots in hyperspace).

So, I propose a player being able to build Navigation Beacons/Buoys in hyperspace. They don't do anything other than draw a line between themselves (hopefully player defined...) as a visual navigation aid to the player so they know what path to take to whatever destination the player has mapped out.

If it seems like it won't be much of a gameplay balance issue, the Navigation skill could add some bonuses, like:
  • Add an extra burn level when traveling along the marked path (aka corridor)
  • Reducing the burn penalty of traveling on a corridor through deep hyperspace
  • Locking the benefits to the buoy owner and allies (which would then make then destructible/steal-able, like the in-system stuff; might not be a good "benefit/bonus", but I'm just throwing things out there)
  • Any fleet traveling along the corridor is detected (hyperspace traffic control, if you will; perhaps only if their IFF is on)
This would require some sort of interface (probably in Command) to manage the "connections" between Buoys so a player can define the actual paths they want rather than letting the game guess.

I would say it'd be nice to have pre-made marked navigation corridors on sector creation so the player has something to work with early on, but that might be difficult to code into the sector creation script.

On a side note: Having marked navigation corridors would be something pirates and other unscrupulous faction could exploit to raid convoys. Travel down a corridor, minding your own business, when BAM! A pirate fleet lurking in a deep hyperspace cloud jumps you! Or, closer to the core worlds, there are faction patrols along corridors. Could be good or bad depending on your activities.

Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 20, 2018, 12:51:59 AM »
Two things:
  • Bug: Is anyone else getting a bug where salvage attempts from battle debris fields can have tons of Nebula Passenger transports as recoverable hulls even if the battle had none of them in it at all. (I realized it was VERY odd when I got Nebulas after [REDACTED] fights or like 3-4 Nebs ONLY for a few other fights.) I'm not sure what causes this; it happens occasionally and there isn't anything I can think of that in common with each occurrence. Saw this in RC7 once or twice and now in RC9. I'm pretty sure I saw it non-modded in RC7. By RC9 I have a handful of utility mods installed and see it a bit more often (or so it seems; have spent more time in RC9 by now). Apologies in advance if this was mentioned already...
  • Request: In the Custom Production window, would it be much to add a column for the amount of items in-stock from your storage? (Not cargo holds or current fleet.) If combing ALL storage would be a problem, at least from the destination location? Seeing those numbers would help remind me what I need/should produce in the coming month(s).

The thing about SS I like: I await and meet new releases excited for and by the content.

The thing about something like KSP I hated: awaiting and meeting new releases with, "Will/Did they fix/implement/change x [y, and/or z] thing [yet]?" I can say the same of many v1.0 releases these days. (Staring at Battletech like that these days: fun game to play, lousy game to experience. They didn't pay much attention to UX/UI outside of the main combat system, IMHO. For a game about customizing squads of giant robots, why can I NOT save mech design configs or name individual mechs/designs?)

Factorio is a mirror of my SS experiences. (Though I admit I actually dislike the changes they made to UG Belts: I can't compress belts as easily anymore. But that's another thing altogether.)

Every SS update has been worth the new content and changes. Honestly, there weren't too many changes I was unhappy with in SS. And the few I did dislike got rectified in later versions as the gameplay mechanics evolved. (This was mainly the treatment of fighters.) It helps that SS development is pretty transparent as well. (Only Factorio seems to be on the same level to me.)

Looking forward to future releases!

General Discussion / Re: Misc Flux Theory
« on: May 18, 2018, 11:58:48 PM »
As noted, dissipation rate is usually the way to go unless you have a specific build/need for flux capacity. I will tend to cap out vents first and for most.

That said, I have had designs where I had to shift a small number of vents to capacitors due to the design and use of ships. Basically, they ran in using shields, unloaded, then ran away.

Another case is for AI-only designs. The AI is fairly good about flux management. It only has problems when it's overwhelmed (too much flux build-up too quickly or it's surrounded). As such, I have made designs that lean more towards capacitors than vents relative to my personal use designs.

Only for the times when you're accessing the save list. (I hate the fact is ALWAYS saves a new save as well, without asking for input. Somewhat convenient, but annoying at the same time since managing saves in-game is tedious and the save directory is nowhere near intuitive to find.)

Honestly, I'm not very impressed by most of the Unity-based games I've played. Many have the same feel and vibe. For some reason, they feel slow, sluggish, or not as responsive as I'd expect. (This is compared to likes of Unreal-based games or other with a different engine.)

I was actually questioning the use of Java for SS, but Alex seems to actually care about performance. Some aspects of SS feel kinda Unity-like, but the performance is much better overall. (Garbage-collection stutter is terrible with Unity...)

I'd rather have this "incomplete" game where each revision is fully playable than the hot mess that was the like of say, Kerbal Space Program's "v1.0" release (I use that version number VERY loosely) or the User Experience hell that is Battletech currently.

KSP - Buggy as crap on full release and has taken 3 massive updates to actually get to a stable codebase. This involved hiring a cadre of real programmers from the lot of modders that played the "game". (I use that term loosely as well since the core gameplay mechanic in KSP is just a sandbox. The "Career" mode game mechanics are a hot mess of an after-thought.) Included is a rewrite of like most of the game code and a significant update to the engine. Beyond the sandbox experience, KSP is heavily reliant on mods for any real, more typical gameplay elements.

Battletech (2018) - Gameplay is pretty solid, but I would hope so since it's based on an establish table-top game system. (Creators pof said table-top game created this computer version.) But the UI is "laggy" as hell (it can take a lot of time to switch menu screens for some reason), they put a little too much effort into "immersion" versus real-life convenience (I cannot skip transition animations that play through every time I do some common actions). I'm for artistic expression, but not when I have to waste a third of my game time looking at said expression for the umpteenth time.

I respect Alex and Starsector's development process, especially given how modern game development has evolved. (Too much "release now, fix later" IMHO.) It's a very pleasant surprise to fix a new release of Starsector. It and Factorio are my baseline for how in-dev game releases should be done. (Disclosure: Granted, I've only invested in 3 pre-release games: KSP, SS, and Factorio.)

I have no complaints: the releases are pretty much feature-complete for the stage of development they are at; Alex is engaged with the player-base, being VERY receptive to feedback and pretty transparent about his plans and decisions regarding the direction of development. (In fact, his posts about the development of SS have made it easier for me to see issues in other games more clearly, like KSP's half-hearted, disparate gameplay mechanics in its career mode.)

Announcements / Re: Starsector 0.8.1a (Released) Patch Notes
« on: June 10, 2017, 09:14:29 AM »
Say, Alex, is there any way to set up officers to continue leveling and getting skills past LVL.20?

Manually setting max level over 20 just gives me a blank skill selection for LVL.21.
That sounds like a bug. You're changing officerMaxLevel in data/config/settings.json, right? I've set that to 26 and it's working just as you'd expect it to.
Yep, in that file. Odd... Maybe I just need to start a new game and do it from scratch. My attempts were on a savegame with which I already had max-level officers. Maybe the bleed-over exp glitched the skill selection somehow *shrug*. The officers I tried to level up had been sitting at 20 for quite some time, so they probably had plenty of excess exp.

Note: What size is your screen?
1920x1200 if it matters.

Announcements / Re: Starsector 0.8.1a (Released) Patch Notes
« on: June 09, 2017, 09:12:43 PM »
Say, Alex, is there any way to set up officers to continue leveling and getting skills past LVL.20?

Manually setting max level over 20 just gives me a blank skill selection for LVL.21. A workaround I tried by giving officers 2 points per level sorta works. It was fine until I hit late-game where NPC fleets could get LVL.20 officers. The problem here is that certain initial officer skill rolls will result in maxing out 10 skills at level 19, leaving the game to apparently  stall/freeze with the lack of skill selection for LVL.20. (I'm assuming this is the case as the game played fine until the late game when LVL 20 officer in NPC fleets are more common. Reloading the same save would work; it rarely ever froze at the same point, so I imagine it was just RNG with officer generation.) I haven't tested increasing the officer skill-count limit to like 11. (I can't see that working well either since the UI seems to be designed for 10 skills max.)

I know you have your own design intentions for the game, but seeing as skills aren't quite set in stone yet (infrastructure skills have yet to be implemented), I imagine there's gonna be some growth in the skill/leveling system later to account for that.

Also, any consideration for officers to gain fleet-wide and/or Industry skills as well? Fleet-wide skills would be cumulative, the trade-off being the bonuses are individually lower. I mention this since right now, we only have combat officer builds (mostly Direct Combat vs Carrier). I would like to think fleet-support builds would be a viable path in the future when Infrastructure is a thing. (Personally, I would LOVE to off-load some industry skills, like surveying, to an officer if I could considering the player limit of LVL 40.)

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