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Messages - Wyvern

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61
"Visible area" meaning the area within the map's bounds right ? Or the viewport ? Hulks can despawn within the player's screen so I'm assuming it's the former.

It's the viewport, hulks are not supposed to despawn while the player can see them, or has seen them recently. Are you able to reproduce this reliably?
I'm not sure how reliable it is, but I've definitely seen spaceship bits despawn while visible. Hadn't realized that was a bug, honestly, figured the game was just done keeping track of them. (It's possible that this only happens to hulk bits that had been offscreen at one point, and then are onscreen again? Unsure; haven't been keeping track of when this happens.)

62
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: March 07, 2024, 09:57:08 AM »
Is there a command to refund or stop construction? Ran into a bug with another mod and the UI is not working to let me cancel the station action.
Try removeindustry and addcredits. (Note that removeindustry with no arguments will list the existing industries at the market you're at, which can be particularly useful if you don't offhand know the industry ID.)

63
General Discussion / Re: Help! Being stalked by the Luddic Path
« on: March 07, 2024, 09:52:51 AM »
Huh. I've seen the occasional rare LP fleet turning up in the middle of nowhere, but certainly nothing as consistent and persistent as you've described.

My best bet is that you're just getting really really unlucky with the RNG?

64
Modding / Re: [0.95.1a][WIP] Gensoukyou Manufacture v.0.6.0_rc6 [EN]
« on: March 06, 2024, 09:19:40 AM »
There's an updated version of this mod over here in this other thread.

Probably better to bring any concerns over there?

65
General Discussion / Re: How would you build a Wolf in 0.97a?
« on: March 05, 2024, 12:57:45 PM »
As a general rule of thumb, I wouldn't - the Wolf isn't great to start with, and by mid-game I'll typically have none of them left in my fleet.

However.

If I were to use a wolf, I'd focus on longer-range weaponry. One to three LRPD, the rest of the small energy turrets using tactical lasers, and choice of ion beam or graviton beam for the medium. Will it get kills on its own? No. Will it help other things get kills? Maybe.

The other reasonable alternative is to use a phase lance, possibly with Advanced Optics, maybe with AO and ITU even. Yeah, it's soft flux, but it's enough soft flux to be a threat to other frigates, and potentially even to larger ships if you get enough wolves in one place.

66
Mods / Re: [0.97a-RC11] Planetary Shield: Access Control (1.6)
« on: March 03, 2024, 12:42:23 PM »
And updated for 0.97. Huzzah.

67
This is still an issue in Starsector 0.97, and could be trivially fixed by changing line 374 of com.fs.starfarer.api.impl.campaign.intel.bases.LuddicPathCellsIntel to check for score != 0, instead of the current check for score > 0.

68
Suggestions / Neural Link improvements
« on: March 03, 2024, 09:34:17 AM »
So ideally a player running, say, a Neural-Linked Radiant should be able to, in the pre-battle dialog options, swap to that Radiant as their flagship and then deploy it - or even just deploy the Radiant and then transfer control to it without deploying their flagship.

However, Alex has previously noted that, due to low-level implementation details, this is unlikely to happen.

Thus, this alternative suggestion: When determining player DP, particularly when allied fleets are present, the game currently assigns the player a minimum of "enough DP to put their flagship on the field". I'd suggest that, for a player with Neural Link, "the player's flagship" should count both linked ships.

(Specifically, this should be enough DP to field the player's actual flagship, whatever ship that is, plus enough to field the single most expensive other ship that has Neural Interface or Neural Integrator installed and no assigned officer.)


And as an aside, could we get the Neural Link hullmods to have a small bit of added functionality? It shouldn't be an issue to add "+15% max CR if the player has Combat Endurance and +100% missile ammunition if the player has Missile Specialization". Obviously, these bonuses would turn off if the ship also has an officer, or if the player specs out of Neural Link.

And yes, that means that a canny player could combine this with Support Doctrine, using the NL hullmods as cheap buffs to un-officered ships. Which, given that Support Doctrine is, uh, not that great compared to just using the plentiful supply of officers you naturally get access to... I feel that's fine. Still, if that's considered problematic for some reason, just use the standard "these bonuses scale down the more ships they apply to" thing; +7.5% max CR and +50% missile ammo if the player's fleet has two un-officered ships with NL hullmods, etc.

69
Mods / Re: [0.96a-RC10] Planetary Shield: Access Control (1.5)
« on: March 03, 2024, 09:10:59 AM »
Well, I am in fact currently busy... with updating this mod. :-P

Should be done sometime today.

70
I'm surprised your Penelope's Star colonies were bothered by the Persean League, because that system is claimed by the Luddic Church, not the League, and they should be trying to satbomb it.
The "claimed by X" is a completely separate mechanic from the crisis meter, and at least in my experience (from colonizing Crocodile, which is claimed by the Luddic Path), quickly tails off to "not a concern".

71
Mods / Re: [0.96a-RC10] Mirror 1.2 & DecoLib 0.2
« on: March 02, 2024, 06:50:38 AM »
Yes, and also yes.

I will absolutely be updating this for 0.97 at some point.

But it does also work with a simple version change, so you don't need to wait on me.

72
2) Yep. A max size LM world will have an empty slot. Having tested it myself, it's generally more profitable to build mining, if you've got organics.
By contrast, my testing showed that mining was less profitable than without mining - though that was for a colony that only had organics as a mineable resource, and was running with commerce, freeport, and a biofactory.

If I remove Mining from a size 6 colony, will the Luddics return?
As I understand it, if the Luddic Majority condition is on the colony (just inactive), then the condition will become active once again (the Luddics never left, they just got unhappy).  If the Luddic Majority condition was not on the colony, then it won't be added, because that only happens when the colony size increases.
Correct. If you have Luddic Majority, build mining, and then remove mining, then Luddic Majority will re-activate.
If, by contrast, you don't have Luddic Majority, then removing mining will not make it re-appear.

73
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 01, 2024, 09:52:23 AM »
I think this is a good opportunity to make something worth more than 100% bonus xp. If you willingly choose to escalate a crises, maybe getting rewarded with 200% bonus xp is fair?
Nah. 100% is fine - and it wouldn't be ideal to have players going "But I have to escalate crises every time it's up! My bonus XP!" And then complaining that the crises come too fast again.

Because you know people will do that.

74
That could work pretty well, especially if the tutorial CR-restore did the same (and called out that you probably won't be able to keep your ships at that CR).

75
General Discussion / Re: Termination Sequence continues to be terrible
« on: February 29, 2024, 09:55:54 AM »
I also use Tempests primarily for their survivability, and it survives just fine without the extra PD.
Does not match my experience. A Tempest with no PD of its own will die. Not every battle, but often enough to be annoying.

I don't need it to kill "more armored targets", in fact, I'm perfectly fine with it going all out on the first 2-3 frigates it encounters, so I would even consider Atropos over leaving this slot empty. [...] I don't use frigates for the purpose of solo hunting destroyers, and even if I did, what would be the purpose of giving up one of the medium slots for PD?
...I guess I just expect more out of my Tempests than 'can kill off other frigates'. And again, you're not 'giving up' a medium energy because the fits that use both of those for offense are - by my metrics - bad fits.

It's clear that your metrics are different. And given your stated goal of "go all out on the first 2-3 frigates it encounters"? Yeah, your builds make sense for that - though I'd think that, for that goal, you'd probably get better results with sabots than with any of the 3-OP missiles.

As someone who started playing the game at the current state Tempest and its special, i actualy never bothered with tempests after testing them out. They detonate their fighters quickly and what you end up with is DP that could be spent better.
Well you're missing out, because a good tempest build is easily worth the cost - and would be even if they didn't have the drones at all.

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