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News: In-dev patch notes for Starsector 0.9a (10/20/18); New blog post: Portrait Hegemonization (10/16/18);  Starsector 0.8.1a is out!
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1  Starsector / Bug Reports & Support / Re: Sustained burn and Coronas/Black Holes on: Today at 06:20:17 AM
I mean, yea, it tells you that SB reduces acceleration, but I don't think most people make the connection with "you need to turn SB off to make headway against coronas and black hole gravity". Especially since living on a planetary surface leads to the intuition that something going faster means the engine is more powerful.

(Is this too discussion-y for a bug report thread? Sorry; I can make a Suggestions thread if needed.)
2  Starsector / Bug Reports & Support / Re: Sustained burn and Coronas/Black Holes on: October 21, 2018, 05:59:01 PM
Is this behaviour documented anywhere? I only knew of it because I read the forums.

Although even if you put it in the tooltip, people would read about it once and then forget it exists because this detail only comes up in very rare circumstances.
3  Starsector / Blog Posts / Re: Portrait Hegemonization on: October 16, 2018, 07:12:54 PM
Flipping the new portrait horizontally has got to be the fake moustache and glasses of portrait edits

(...Not sure what I meant by that. Nothing bad, honest!)
4  Starsector / Blog Posts / Re: Once More, with Feeling on: October 07, 2018, 07:07:36 PM
I agree with Megas on the fact that any handwave which relies on the player being small fry, stops working in an obvious way when the player is no longer small fry.

Explanation to please everyone:
The reason the Diktat gets away with saturation bombardment of the player, but the player gets punished for retaliation in kind, is because officially it wasn't the Diktat at all, it was the pirates. That's the point of using them as deniable proxies.
Other factions still get mad if the player were to bombard the official offender (the pirates), because, well, it is an atrocity (except for small military-like bases, I'd imagine most of the people on a "pirate" world are going to be ordinary civilians ruled over by pirate lords).
Whether or not the factions get angry with the pirates for their crime doesn't matter, because pirates are already hostile to everyone anyway.

Now the only thing needed to close the asymmetry is for the player to also have the option of hiring the pirates to deniably killmurder a whole lot of people. The cost of doing so (you'd have to cover the fuel requirement for the bombardment and other expenses, for one thing) and the risk of the pirates failing to complete their mission should work as a balancing factor vs. doing the bombardment yourself.

(Of course, as Midnight Kitsune mentioned: this all becomes moot if the NPCs just use the raid or tactical bombardment options and not saturation bombardment, because the player doing the same thing only makes one faction hostile at most)
5  Other / Discussions / Re: what linux distros are people here running? on: October 06, 2018, 07:45:54 PM
Ubuntu 18.04 LTS

IIRC I started with Ubuntu 14.04 because that was the distro with the "good for beginners" reputation. Never felt any particular reason to switch.
6  Starsector / Blog Posts / Re: Once More, with Feeling on: October 05, 2018, 06:59:38 PM
Hurrah! No more "only one supplier allowed per buyer" surrealism, and dispensing with the binary nature of being a supplier or not certainly sounds good.

Is the max global export just the export capacity of the largest supplier? I'm guessing yes (so it works the same as everything else, i.e. you can't have enough 5-fuel suppliers raise max global fuel exports from 7 to 8 ).

Should a Free Port condition increase accessibility? It sounds logical enough, and without it pirate/Pather markets look like they'd have a semi-permanent scarcity of most goods.

The "hostilities with other factions" percentage is calculated as (sum of market sizes of hostile factions) / (sum of market sizes of all factions in the Sector) or something along those lines, I take it?
7  Starsector / Suggestions / Re: Drive Field Disruption on: September 29, 2018, 11:19:26 PM
When the player intercepts an NPC fleet or vice-versa, they won't be able to see the terrain because they're stuck in the encounter dialog. So the main effect of this would probably to be an annoyance when fleets happen to be passing by each other.
8  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30) on: September 29, 2018, 09:34:33 PM
Nexerelin v0.8.4b

* Rebellions don't end if faction stops being hostile to sponsor, unless market is captured
    * This fixes issue where player-started rebellions could end instantly
* Market transfer increases diplomacy disposition in recent event category
* New game creation
    * Core systems in random sector have more variation in nebulae
    * Allow multiple starting fleets for a given type
    * Blade Breaker Deserter can be picked by random start
    * Luddic Path start tagged as hard
* Add OpenNexConfig console command
* Much more useful SpawnInvasionFleet and SpawnRespawnFleet console commands
* Modding: Custom stations in random sector can be clamped to certain market sizes
* Fixes
    * Fix Blade Breaker Deserters having market in random sector
    * Procgen cleans up most Blade Breaker assets
    * Fix crash when trying to remove Eos Exodus in random sector when Antioch is enabled
    * Fix market being transferable multiple times
    * Attempt to fix autoresolve handling of ships with modules
9  Starsector / Mods / Re: [0.8.1a] Combat Chatter v1.9.1 (fixes 2018-09-30) on: September 29, 2018, 09:22:44 PM
If you've noticed your fighters are all the same person, grab this update.

Combat Chatter v1.9.1

* Fix handling of fighter characters in campaign
* Fix for boss ship check
* Better error logging for certain load failure cases (e.g. file missing)
* Some line tweaks
10  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: September 23, 2018, 02:21:10 AM

What makes the core worlds have the multi-colored background, and how do I duplicate it?

The core sector generation scripts don't create a constellation, so I'm guessing it's automatically generated from the in-system nebulae at some point. But when I create a custom constellation, it either uses a uniform nebula color for the whole starscape, or no nebula at all (with ConstellationType.NORMAL).
(I'd try not making the constellation at all, but NameAssigner needs a constellation param)
11  Starsector / Bug Reports & Support (modded) / Re: [0.8.1a] Merging CSVs with different columns loses data on: September 22, 2018, 07:09:51 PM
Question on the new JSON merge:

If I have two jsons:

Code: (json)

    ["one", "two", "three"]

Code: (json)

    ["aa", "bb", "cc"]

will foo end up as:
Code: (json)

    ["one", "two", "three"],
    ["aa", "bb", "cc"]

Code: (json)

    ["one", "two", "three", "aa", "bb", "cc"]

Code: (json)

    ["aa", "bb", "cc"]


(The one I need is #1, but I can see use cases for all three. Hurm, perhaps I ought to just use a CSV and give each entry that would go into foo a unique ID.)
12  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: September 22, 2018, 08:03:29 AM
Could SettingsAPI.getVariant(variantId) (and maybe FactoryAPI.createFleetMember(variantId)) with a variant that doesn't exist return null instead of throwing a RuntimeException? Doing a try/catch to check if a variant exists feels pretty silly.
13  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9 on: September 21, 2018, 06:21:03 PM
(Omni Blaster, shoots three 500 damage shots in a tight fan. Costly but cool, appears to beat AM Blaster for things that aren't intact armor on cruisers and larger.)
14  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9 on: September 21, 2018, 07:24:59 AM
*teleports behind you* nothing personal, kid

15  Starsector / Suggestions / Re: 'Engage as formation' mode for carriers on: September 20, 2018, 07:15:54 AM
How tight are the tolerances on this system?

Like, hopefully modders aren't expected to spend hours tweaking wing offsets to make sure the different ordnance arrives at exactly the right time (and the player mixing fighter wings from different mods would likely muck it up completely). Will it work properly with the Wing Commander 1 fighter speed boost and/or Strike Commander 1 missile speed boost?
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