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Messages - Serenitis

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931
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.)

932
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.


933
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'.)

934
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.

935
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.

936
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.

937
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]


938
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.

939
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.


940
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.



941
Suggestions / Re: Some QoL suggestions
« on: May 24, 2018, 02:41:07 PM »
Standardise the on-click behaviour for travelling.
In the normal game view, left-click is travel to place or object, and right-click is turn free look on/off.
In the map view, left-click is open a drop down list of things near here, and right-click is travel to place or object.

Could the map view on-click behaviours be swapped so left-click is always "move here" throughout the game?

942
I would also prefer the soundtrack to continue if it's not going to be replaced with something else.
It would also be really nice if the soundtrack didn't continually swap between 2 or more tracks as you move around.

943
Suggestions / Re: Sindria - and Askonias corona
« on: May 01, 2018, 01:26:32 PM »
Askonia being a fiery hell of a place is not a problem in and of itself.
The problem is the weird interaction between the outward pressure form the corona, and sustained burn.

Like a lot of people, I run sustained burn almost constanly. Speed is too important, and time too precious to chug along.
The weirdness comes if you try to fly into a corona with s-burn on. Your fleet slows almost to a stop with engines still going a struggles to make any headway, and yet if you turn the burn off you'll take of again at slightly less than normal speed.
Taking the inner jump point in Askonia sometimes results in your fleet hovering just out of reach of the point shimmying back and forth as it tries in vain to reach the portal until you think "oh, this thing again..." and hit <5>.
It's not a common thing at all, but it happens in all systems with large stars and close orbit inner jump points.

944
General Discussion / Re: Missile Behavior
« on: April 29, 2018, 12:26:06 PM »
Missiles are one of my favourite weapons.
But the sad fact is, that as they are I just don't use them very often because I'd much rather use the OP to give my ships something that will help them forever, rather than be gone and left with potentially nothing. Much like I never used ballistic ships when they were ammo-limited.
The only exceptions are Pilums, which I still love to bits even despite thier nerf.

And as noted previously, the AI despite being generally awesome, has some very exploitable behaviour regarding missiles. Just think; every single ship in-sector except the one you are flying is subject to those behaviours.
I brushed over these problems by going through the weapons tables and adding an amount of regen to (almost) every missile weapon, and now it doesn't matter if an AI ship dumps an entire rack of harpoons on the tail of a fast ship they will never catch, or shoots all it's annihilators into empty space again. They'll get to have another go, and I don't get an easy ride once a notable fraction of thier weapons stop working.
The game seems to handle it fairly well, although it would be much better if the AI could decide to use missiles to pressure shields (a notable advantage the player has). But this isn't terribly likely unless vanilla's missiles get regen.

This has taught me that if nothing else, the prox. charge launcher absolutely requires regen to not only be useful, but shine as a PD weapon.
And I've actually started using large mount missiles now they're not dead OP.

What if a missile launcher had no flux when firing but had flux over time while reloading, a flux generated while building a missile sort of thing.
I could live with that.
Or maybe the reload time could depend on your flux level - higher flux = longer reload. Do you vent right now to reload quicker, or will you get your face pushed in if you drop shields?

945
Tried the save again, and could not get the error to appear. Reloaded and doublechecked - Nothing.
Checked the sim again, and nothing.
Re-installed. No difference, seems to have no issues at all.

- What were you fighting against, what ships were in the battle?
A low level named bounty, mostly pirate junkers and a support carrier.
Spoiler
[close]

- Did it crash immediately on firing the missile or later?
It was long enough for 3 (maybe 4) missiles to clear the launcher before the error popped.

- Do you remember what specific ship it was fired at, or which ship the second stage might have fired at?
I had intended to fire it at a frigate (decurion) directly in front of my flagship, but a broadsword wing 'overflew' it at the same time I clicked. So it could possibly have been targetted at them instead.
The swifts were grouped with a pair of small mounted BRDY rage srms, not that that should matter.
Spoiler
[close]

Mod Versions:
Spoiler
Audio+ 1.0.3
BRDY 0.9.0
Buffalo IIs 0.0.3
DARA 0.8
Dynasector 1.3.2
GraphicsLib 1.1.0
Hegemony Auxiliary 1.1
Imperium 1.17.2
Lightshow 1.32
A custom Portrait pack 1.0.0
SWP 1.3.0
Stop Gap 0.1
Underworld 1.1.2
Unknown Skies 0.21

I am aware that I need to update some most of these.
Time willing, I might even manage that someday.
[close]

Quote
Even weirder, why it would occur specifically for the medium version of the Swift launcher, is utterly bizarre.
I wouldn't read too much into that, as I have never seen either of the small mounted versions 'in the wild'.
This whole thing is weird as hell, and I feel like a bit of a heel for potentially wasting your time now I can't reproduce this even with the same battle in the same save.

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