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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 - Serenitis

Pages: 1 ... 60 61 [62] 63 64 ... 98
916
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 24, 2018, 04:33:57 PM »
So I'm not sure if this has been said already, but the Luddic path seems a little op in their bases. If I travel to epiphany, they all scatter. but there is a base right below me that has blown up anything I send at it no matter how large the force. it seems pretty unbalanced if they have that kind of power so far from home but nothing close to it in the core worlds.

This.
The pathers need the following 'problems' addressing:
  • The bases that send terrorists to your colonies, and their supporting fleets need to scale. Start small - the first base I found doing this is almost untouchable due to being max level and being surrounded by functionaly limitless fleets (every time one is destroyed another spawns instantly)
  • These bases need to have some limit on how far they can spawn away from the colonies they are targeting - the same base above is 55ly away, and is a huge pain to get to with anything slow enough to have trouble avoiding storms
  • The fleets that drop off terror supplies need to be able to be intercepted without any penalty - doing so now results in -5 rep with the independants, which is silly given it is easy to see they are NOT independants

917
Bug Reports & Support / Restoring variant shiptypes resets to base type
« on: November 24, 2018, 02:31:59 PM »
Sometimes when restoring a ship which is a variant of a standard ship, the hull gets 'restored' to it's original form.

I was restoring some ships which have been through the mill enough they were only kind of recognisable anymore.
And one of my Falcon (P)s became this:
Spoiler
[close]

918
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 24, 2018, 10:32:54 AM »
Was the relay you smashed a Domain one?  Smashing a makeshift relay is only -5 rep.  I think smashing a Domain one will put you straight to hostile like a takeover does, not to mention Domain relays cannot be built.
Nope. Makeshift.

Just checked.
The flavour text does say that it's likely that it could not be attributed to you, but you get -rep for breaking it anyway. Silly, but still better than lolwar.

919
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 24, 2018, 09:43:30 AM »
Monthly production report. You get it together with a financial report.
Findings are sent to the colony selected here, along with custom production:
Spoiler
[close]
Neat. Thanks.
Is there any way to not have things move around on thier own, so it creates little stockpiles in-situ?

You can prioritise everything else.
A bit.... Convoluted.
Needs some way of doing this directly.

Your faction's patrols should automatically claim space infrastructure from enemies. Otherwise, you're in a tough spot. I think I read somewhere that scrapping them doesn't nuke your reputation, but don't quote me on that.
The patrols seems to be quite happy to ignore them.
And breaking them for parts triggers the same "you are now at war with these guys, lol" outcome. I checked.


Also, why does intercepting Pather terrorist supply fleets result in -rep with the indpendants?
If these idiots are stupid enough to carry terror supplies to my colony in easily identifiable ships, why am I getting punished for being observant?
It even says in the encounter text box "this fleet is working in a legal grey area".

920
General Discussion / Re: Colonies and Expeditionary forces
« on: November 24, 2018, 09:31:36 AM »
invasion fleets arrive in about 40 to 50 days
Depends on distance I belive.
I built my second attempt at a colony on the 'red' planet, which is right in a far corner of the sector map, and I'm getting 90-120 days before expedition fleets arrive. And some of them don't even make it at all.

Colonies are definitely a trap. But they are one that's easily avoided once you know it's there, and rush to building that station as fast as you can.

921
This has been a thing since surveying was added.
Just visualise it as a mining station (or several) partially submerged into the atmosphere, and held in place by some still (barely) functioning domain gravity engine.
(Basically a long dead version of Cloud City in Bespin.)

922
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 24, 2018, 09:18:29 AM »
Do colonies ever have the ability to expand their building slots, or are they limited to 11 forever?
I kinda want to build the thing I found on the red planet, but I can't justify giving up any of the existing buildings for it.
(I would really like some way to use this thing on an 'enemy' planet from the outside, so I can go full Heirarchy.)

Changing the player faction details was something that took a bit of trial and error to find - clicking on the faction name in the command screen.

Is there any way of seeing/changing the setting for what happens to the output of Tech Mines?
For instance, can I set where I want all the stuff delivered?
Can I set it to just stockpile at the local colony, so there is always some fuel/supplies there?

Is there any way of de-prioritising or forbidding ships and weapons in the colony fleet setup?
I would really like to stop my guys building pirate clunkers now I have actual proper blueprints for them to use.

Is there any way of having my patrols to claim nav buoys etc?
Or some exception that claiming structures in a system you own and are uncontested in doesn't instantly throw your rep in the dirt?
Some numpty salvage fleet filled all 3 stable locations in my system with sensor arrays.


923
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 09:07:01 AM »
I've been finding a LOT of officers recently, and I at one point had 10/4. (ie: Six more than I should have been able to have.)
And ALL of them cost upkeep regardless of whether they can be used or not. And they cannot be swapped with existing officers until you unlock more slots for them.
I dismissed all the 'extra' ones as that was all I could do with them, and felt mildly annoyed that I got something useless instead of more crew or organs.

Is it intentional to saturate the player with officers like this? Because it seems less than helpful.

Tried colonising again, this time rushing military structures as best I could.
Results are better, but that's one hell of a trap. And quite a railroaded sequence you need to follow.

Still not quite getting my head around how a months old size 3 colony out in the galactic sticks is out producing centuries old core worlds with several orders of magnitude more population, infrastructure and support enough that it's taken over a QUARTER of the market share for some goods.
Something between the sector economy and the player economy is way off. (Either the sector econ is too 'flawed', or the player econ is too 'good'.)

924
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 22, 2018, 04:14:35 PM »
Piranhas have always been terrible, because they do more damage to my fleet than to the enemy. They launch their bombs far far too early, and usually either behind or on top of a friendly ship. EVERY time I've tried to use them, they have caused me immense amounts of frustration and anger.
They are the only fighter I will actively avoid using.

Also colonies: LOL
I saved 1M spacemonies and built my first colony. All I wanted was somewhere I could resupply, and hoard useless tat without fees like the game mechanics are trying to encourage.
But as soon as it starts producing enough fuel and supplies to actually be useful to me, it gets flattened by a Sindrian fleet comprised of a Conquest and approx. 30 support ships. All of which are equipped with high-end gear.
I have a Dominator, a Heron, 2 Falcons, 2 Wolves, 2 Mules, 1 Hammerhead, and 1 Shrike (plus a gaggle of transports and tankers). Which are fitted with whatever could be salvaged.

The battle did not go in my favor. At all.
Apparently they were upset because I was making machinery. Machinery which was essentially a by-product that I wasn't using or caring about.

Is there some point I'm not getting to punishing the player for even attempting to be successful?
I mean.... It makes sense from a 'reality' pov. Crush the upstart. Keep the plebs in line. Etc.
But as far as gameplay goes, it's not exactly encouraging or fun.


Fun observation: When you found a 'faction', if you have a portrait pack active any images defined in player.faction get loaded as officers in your spawned fleets. This owns.

925
Suggestions / Re: Tarsus isn't available by default - but Condor is?
« on: November 22, 2018, 11:03:35 AM »
your faction isn't constructing tarsi and then converting them to condors, they're feeding stock into a manufacture with a condor blueprint plugged into it and getting the ship wholesale from scratch.

From descriptions.csv
Quote
All Condor-class light carriers started their service lives as Tarsus-class freighters.
Tarsus lives matter.

926
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 21, 2018, 11:43:53 AM »
Aww. The Intel map mode with all the filters down the left has gone.
That was really useful and looked far tidier than the new rainbow blocks along the bottom. Ah well.
And you can no longer exclude hull mods that cannot be fitted during refit.

Not a fan of continual payment for storage AND an upfront cost. (I'm now lugging around some recovered tech that I refuse to store b/c it will cost me upwards of 5k/month just for that one item, and that's way too much)
Not a fan of ongoing crew/officer cost. That's been in before (maybe a mod) and was terrible in every possible way.
And the soundtrack is flipping bewteen tracks when travelling in hyperspace much worse/more frequently than previously.

Really appreciate the polished graphics elements tho, and the new tunes.
The Dram @ Tetra is also a nice addition.
And more importantly there seems to be almost no save-lag at all anymore, even on this clockwork i3. Still somewhat wary of F5. Time will tell on that.

There's something about the ship info cards:
They have sensor data on them now (neat!), but the sensor profile +/- highlights appear to be backwards (to how I understand they should work).
It is showing (+30), aka has a larger sensor profile is easier to see and therefore bad, as green. A positive thing.
And vice-versa for (-30) being red.

Apologies if this has already been mentioned in the previous 58 pages.

927
General Discussion / Re: Missile Behavior
« on: July 22, 2018, 04:48:54 AM »
In fact, Serenitis, if you would consider posting your mod somewhere I'd appreciate that

The thing about that is, it's not a mod in it's own right exactly. It's more a mod-of-a-mod, that is just me going into the weapon tables (including all mods present) and adding in a regen number for whatever missiles I feel would need it.
And it would be p. much impossible to make it into a standalone mod that covers all the others. (Doing it this way at least.)

That being said...
Spoiler
Basic rules:
Harpoon small triple mount is the baseline - set to regen 1 missile approx. every 20-ish seconds. (regen rate = 0.05)
Large mounts regen faster than small.
Large warheads regen slower than small.
No small mounts with >1000 dmg regen at all.

For reference this is the weapons table I use for vanilla: https://nofile.io/f/Yfa0vY1Gjyn/weapon_data.csv
(<drive>:\Starsector\starsector-core\data\weapons)

The following is a reference table for balancing regen rates if anyone should feel inclined in that direction.
https://nofile.io/f/0K7g3WhVEOR/ss-regen.ods (open office format)
[close]


928
Bug Reports & Support / Future Java Availablity
« on: July 21, 2018, 03:33:06 AM »
With respect to the following link, do you have any plans regarding the future availablity of Java?
https://www.java.com/en/download/release_notice.jsp

Granted this only really becomes a problem at the end of 2020, but it would be nice to know there is a plan in place to deal with it.

929
General Discussion / Re: Abandonware?
« on: July 21, 2018, 03:00:18 AM »
Thinking back to the newbie experience, there is a way you could extend the tutorial to cover in-sector survival.
Currently the tutorial has you clear out of Galatia and deliver a message to Corvus, then you get some text and are left to fend for yourself.
Right there, on delivery of that message there is the opportunity to offer some additional guidance to show the player how to make money and accumulate fuel & supplies.
Upon accepting said offer, a few suitable missions could be generated as needed to walk the player through what kind of missions they need to look for and where, and what they need to do in order to complete them.
Maybe have the player take one kind of mission, complete it then return for the next. So they have some idea of what to do, and some experience to help them decide what they prefer.


Quote
I dislike level scaling in Starsector now because it is too fast
Kind of agree. But just ditch level caps entirely tbh.
With the current scaling it's hard to go much past 60 anyway (unless you play literally all day every day). And letting the player accumulate a few extra skills for putting that kind of effort/time in is not exactly game breaking.
Even if you got to 96 and unlocked every single skill currently available, it wouldn't give the player enough of an advanatge to roll the game over and become a minor god like previous versions.
tl;dr - remove the hard level cap, and let player patience be the soft cap.


930
Suggestions / Re: Some small stuff
« on: June 01, 2018, 01:22:33 PM »
Quote
Odyssey (D)
There are two ways of doing that come immediately to mind.

1. Salvage
Much like the derelicts around Petra in Galatia are always fixed, there could be a mothballed Ody sat around somewhere out of the way, but still somewhat near the core sectors. Bonus if this could be made semi-random - like here is a list of possible places to spawn this thing, now pick one for this game during inital gen.
Then it's up to the player to find it.

2. Continuation of Heg mission/story
When you deliver the message from Galatia to Corvus, the base commander on Jangala gives you a bit of a prompt when you ask what to do next.
Here is a good place to insert something about exploration, and how there's a) a dusty old ship just taking up space in the yard that would be really good at that, or b) some rumours of a large derelict near xyz, but we can't spare the ships etc etc.
But they can't just give this to anyone and the player is then prompted to do a few "good deeds", raise thier rep a bit and check back.



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