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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Takion Kasukedo

Pages: 1 [2] 3 4 ... 32
16
Massive fleet battles usually have the AI camping behind the station, no matter what ships they are using. This means the station is usually the first to be wiped out, which can in turn, be a heavy loss in terms of resources.

It seems that the AI puts a mass "Defend" order, but behind the station, instead of "on" the station. This is frankly, a ridiculous strategy. After all, if you're defending a home planet, wouldn't you want your best ships near the front and actively trying to flank the enemy? That way, the station can still do something and the enemy will be surrounded (for the time being.)

17
I'll pitch in wit my experience of Sylphon. I almost never buy the Dread Eagle because from my experiences, the Dread Eagle is a very vulnerable cruiser. The Scourge Eagle, less so, thanks to Outcast tech.

It's likely due to steady/aggressive captains going in with a strike/shock trooper-esque build and getting mauled by enemy ships because *warping right in front of them is the best course of action* logic.

The Dread Eagle, is incapable of "soloing entire fleets" unless their captains are either incompetent, poorly outfitted, wielding garbage fleets, or they have small ships. Taking on fleets that can very reliably fight back and have the tech to do so yields very different results, and you don't have to install mods for that either.

Now, issue addressed, Sylphon is unique thanks to nullspace, nulltech and AI core usage of the faction themselves. If my computer was more powerful, i'd play with this, Mikoyan, Blackrock and Shadowyards the whole time as well as other faction mods (such a fragile unit). They have varying ships with different roles revolving around nullspace. The Dread/Scourge Eagle are 1 or 2 examples of this. For a really good example, look at the remnant-esque capital, the Equilibrium and how it wields it's tech. Yes, it's a Nullspace Skimmer, but it doesn't need to warp behind to use it effectively. More so thanks to the hullmods. Seresvalla is a fleet support ship with a varying loadout that can be used to tell Conquests to "cease and desist", or drink the flux and blast enemies with it. It's not a ship that should be left to it's own devices from my experiences, even if it can have loadouts that allow it to.

The only ship I've a definitive problem with is the Gotter-gunner ship, the Finis Astra. A very specific niche is filled with that ship, which is otherwise useless, and that's station-killer duty. Other than that, the faction is solid, and it saddens me that some factors are leading to abandonment. I do hope the faction still gets maintained in the future, but it seems that all that's needed is some time off of working on Sylphon, no matter how long.

18
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« on: August 08, 2019, 03:09:11 AM »
To obtain the Unsung.

Spoiler
You need to get a Co-Operative rating with the Neutrino Corporation, get a commission, and they will point you to a location in a system with a factory/relic.
[close]

19
Suggestions / Mouse Cursor To Crosshair In Battle
« on: August 05, 2019, 09:07:31 AM »
So, I've been watching a few recordings and a few videos and I can't help but notice over the ages that I've played Starsector how out-of-touch it feels when I notice the cursor isn't a crosshair (of course when i'm playing it doesn't occur to me).

So I had an idea. Alas, just an idea, but one that could work for long-term?

When you go into a battle, fleet-wise, while playing the game and controlling the ship yourself, the mouse cursor turns into a crosshair, so it adds to the feel that you are indeed controlling the guns and their direction, with a bit more precision. Likely instead of looking at a mouse cursor's tip, as it feels currently. An option to enable the classic mouse cursor would also be a good thing so people can play with the cursor instead of a crosshair if they don't feel bothered about the cursor being the crosshair.

I never thought about it until a few minutes ago.

20
prav, are you aware that your Skral bombers, and likely some other bombers too do not get shielded by fighters like Broadswords and Gladii? They may be missing the "bomber" tag if that may be the case, since 9a onwards introduced fighters going first and distracting/deploying means to distract enemy PD.

21
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: July 18, 2019, 10:49:07 AM »
...I don't think I've got words for that.

22
Earlier today I, as well as someone else, had found out that the Doom's mines, as well as some projectiles (reaper, maybe) have full damage on the edge of the radius of their mines, meaning you could be out of what should be the closest damage radius, but still take full damage from them, as the explosion radius doesn't seem to match the visual radius of the explosion.

A viable solution to this would be to have the explosive damage radius somewhat match the visible explosive radius of the projectile, mines especially.

This would mean the mines do less damage-per-distance from the center of the explosion, also meaning they're less deadly the further from the core you get.

Alas, this would make the mines slightly less viable, since the explosion radius would have been adjusted, but if the Doom, and other minelayers were able to shut down the enemies engines, this would be a dangerous situatio for them.

The spawn radius for the mines shouldn't be changed, as a precaution to this. Changing the spawn radius for the mine to spawn closer to the enemy ship would be disastrous.

23
If the current fleet is defeated, once, twice or three times in a run, it's over.

The rules set as follows -

You only get a max of 3 - 5 lives, 1 at the start and 1 each when you complete certain conditions, unless stated otherwise.

*Successfully taking a market, up to three in one life.
*Defeating a set number of end-game bounties
*Attaining rare blueprints and successfully gaining colony size 6, with a steady income.
*Attaining 5 capitals
*Reaching Max Level (usually lv-70 for me, I do not do more than 6 - 10 combat skills, as the officers can level up to 27 - 30).

--

The settings were modified last time so that pirate bounties give even less (about 6k - 12k) less at the start, making it far harder to obtain anything, but around endgame they give a bit more, or a lot more, dependent on actual fleet size.

Pirates/Cabal spawn a lot more, as well as mercenary fleets, so more trouble. Bases spawn more frequently, and less of a waiting time for them (30 days minimum).

Commissions give quite a lot, but not enough for a big fleet to give 120k.

Spoiler
At any point during the playthrough you collect a duplicate, no matter how rare or powerful, you go to the black market and you sell it, doesn't matter where. This ensures the pirates are more powerful than any other faction and threatening during the endgame. This includes Dassault Mikoyan weapons, knowing how powerful they are. It also opens up...interesting possibilities. To this end, i've even given the pirates better starts by ensuring "certain" ships and blueprints are known to the pirates. *Nation, wink wink.*
[close]

24
I had encountered a flux vent bug?

Spoiler
[close]
Spoiler
[close]

The bug in question is that no matter how many points are put into vents, the vent-rate doesn't show an increase in the loadout screen.

(This ship in question was obtained after battling and successfully defeating an expeditionary force going for saturation bombardment, then salvaging the aftermath.

25
Mods / Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (release 2019-01-06)
« on: January 07, 2019, 03:25:20 AM »
Spoiler
1617262 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at third_bogota_backwater, 10 total available
1625048 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel.createSmallDescripti on(PersonBountyIntel.java:874)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.intelMapIconClicked(Unknown Source)
   at com.fs.starfarer.coreui.map.A.super(Unknown Source)
   at com.fs.starfarer.coreui.map.null.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.coreui.map.M$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.map.M.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
This error happened when I clicked on a Luddic Church bounty fleet. Likely will happen with other bounties too.

26
Bug Reports & Support (modded) / This error has appeared...again.
« on: January 06, 2019, 07:25:56 PM »
Spoiler
4600 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Mentone Crow to Al Nagang
515348 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.updateStationIfN eeded(PirateBaseIntel.java:375)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:514)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:57)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.while.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.float.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

An old error appeared again, preventing me from playing Starsector.

27
Suggestions / Expeditions At High Relations.
« on: January 04, 2019, 10:23:03 AM »
Please ignore this post if this has already been validated.

So, as far as I, and possibly others know, expeditions happen regardless of relation, which can be particularly irritating knowing you've done a ton of work to try and increase relations with a faction to see if expeditions will cease, only to find out that expeditions are still underway, due to having more of one commodity than another core-world faction.

Would it be possible in a future release to lower expedition frequency or outright cease any expeditions once relations are high enough? (a good determinate base level for outright ceasing any expeditions from a faction would be 80 - 95, while 50 - 80 would be a good level for reduction of expedition frequency)

28
Mods / Re: :: The Lotus Conglomerate v1.10 :: Intrepid to the grave!!...T_T
« on: December 29, 2018, 12:23:15 PM »
damn these ships look awesome.
is there presidencefor taking over abandoned mods?
yes i know this is a nekro, however the qu asked seems relevant.
also can abandonedtextures beincluded in graphics libs?ielazylib etc? orare theytotallyredundant?

You'd have to ask the author if they're still around and get permission.

Then you'd be able to take over and update it.

29
Bug Reports & Support / Officer Max Limit Surpassed By Cryopod Officers
« on: December 25, 2018, 09:28:51 AM »
So, as the title says, I have surpassed the limit in officers, by finding another officer in a cryopod, in a derelict ship.

I'm unsure if it's an intended feature, but who knows. As far as I know, it may be a bug.

30
Modding / Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« on: December 15, 2018, 04:59:09 PM »
Unsure about that, currently me and stormbringer hold permissions, but we haven't really gotten around to anything just yet. I'll have to contact him, see what ideas he feels like sharing, and i'll see if I could work on the sprites.

Worst-case-scenario for the sprites would be that they have to be kitbashed from Vanilla parts, but vanilla's a beauty anyway.

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