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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 - SpacePoliticianAndaZealot

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31
I haven't played in a long time, so glad sector seed ID is now a thing, I remember asking about this a year ago  :)

Do analyze derelict missions work? I've tried playing 0.8 version of the mod and I could never find any of the target derelicts.

32
General Discussion / Re: What factions are you going to form?
« on: January 10, 2018, 07:35:37 AM »
The  Xel Rus khanate shall conquer the techno steppe of once-was Domain of Man!

33
As shown in the picture below, I've noticed a few scavenger fleets behaving like this: after returning to civilized worlds, when attempting to "return" to a planet, the fleet just flies towards and around the planet's centre, never despawning. This one on particular has been at it for a half dozen ingame months. I have freshly reinstalled the game and use no mods.

Spoiler
[close]

I've also noticed (but didn't take a screenshot) an Independent trading fleet behaving weirdly after being decimated by pirates; the fleet tooltip stated that the fleet was delivering volatiles to [planet] but was moving away directly away from the system, and was attempting to engage Sustained Burn and Sensor Burst at the same time.

34
General Discussion / On surveying, salvaging and scavenger fleets
« on: May 13, 2017, 11:20:08 AM »
While I haven't played as a scavenger very long, I'm already impressed by this newly added game aspect, and moreso pleased to see that freighters, salvage rigs and takers have more purpose than being XP/loot pinatas for enemy fleets.
While these don't take away from the experience at all, I've run into several issues that bug me:
  • Scavenger fleets are rather unexpectedly large, basically are the strongest pirate fleets, and act weird (in regard how they move about in space and react to other fleets). Do they "change their allegiance" from indies to pirates if they think they could take on a nearby fleet? Do they have any especially good ships in them or are they all meh-tier?
  • What is the point of Remote survey skill? Does it make any difference compared to flying up to a planet and conducting a preliminary survey "on site"?
  • Is the planet's hazard rating directly tied to the quality of survey data received? What's the max possible hazard rating?
  • Why does the "Decivilized" planetary condition not affect the hazard rating? It makes no sense.
  • The Neutrino detector - what's the point? It disables Travel Burn, it is completely unnecesarry for derelict scanning missions (unless the target is located in a system which has nothing but a dozen planets of the same type, I suppose), and gaining sensor profile with no boost to fleet burn is not good at all. Am I missing something here?

Thank you in advance.

35
General Discussion / Re: .8 feedback thread
« on: April 23, 2017, 04:15:35 AM »
  • The skill revamp is awesome, with the removal of the majority of OP-boosting skills being a welcome relief.
  • The changes and implementations of new mechanics do the boarding/salvage system so much justice
  • Finally, D-ships are actually viable now! And early game fights against pirates are actual, protracted, engagements, instead of chasing down a heap of loot pinatas waiting to be smacked into oblivion.
  • The tutorial was right on the money, great job with that!
  • Random name generator, yay!
  • "Wait, someone actually answered this thing? Well, I don't know what to say. Usually they either run or fight. So what'll it be?"
  • A bit of an issue with skills that grant "near guaranteed chance of own ship recovery if destroyed". IMO, it's understandable if the player has only one such skill, which would be de facto a dramatic boost to percentage chance of recovery, but why not bump it to straight 100% if the player has learned all of them (two? three?)?

I've only played for about 5 hours as a bounty hunter, but so far everything looks awesome! Amazing job!  :)

36
Same as I'd always do, hopefully.  :P

37
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: January 12, 2017, 04:58:09 AM »
*sees the Ultra AC gif*

*dong expansion: succesful*

I'm curious: how much room for "improvement" is there ie. how many of the vanilla weapon designs can you amp up?

38
Suggestions / Re: False flag
« on: January 08, 2017, 01:14:07 PM »
IIRC that was a thing back in .65.2, when pirate fleets spawned on non-Pirate worlds as Independent mercenary fleets and would then travel out of the system to an edge of the hyperspace to "switch" into pirates. Would love to see that bit re-implemented.

39
General Discussion / Re: Smuggling hull mod
« on: January 08, 2017, 09:33:46 AM »
Shielded cargo holds is only available pre-installed on some ships - like the Hound. If you wish to make it available otherwise, I think you can fiddle around in the hullmods.csv file. (You shoud get CSVed for that.)

40
So, any news? I would really like to see the mod development continue, but I'm sadly ignorant on the finer workings of Java (for now, at least). Best I can do is play around with .csv files.  :(

41
General Discussion / Re: Favorite safety override loadout
« on: October 28, 2016, 04:00:16 PM »
No idea how you managed to make a SO Hound works though. Granted, it's now ridiculously fast, and perfect for a smuggler, but in battle? Eh...

Well, I primarily use it for late-game fun, so to speak.

Hound (A)
5 Caps
7 Vents
Heavy MG
Light Assault Gun
Safety Overrides
Front Shield Generator

or:

Zero Caps
2 Vents
HMG
LAG
Safety Overrides
Agumented Engines
Integrated Targeting Unit
Auxiliary Thrusters
With 10 Helmanship, top speed is over 400!

42
General Discussion / Re: Favorite safety override loadout
« on: October 28, 2016, 01:09:38 PM »
I'd be interested in hearing about some good cruiser SO loadouts, it's easy enough to make a really sick build for a frigate/destroyer (the one and only Hound ;) ) but I have no idea what should I go for when it comes to cruisers.

43
General Discussion / Re: Least favourite/useful weapon?
« on: June 12, 2016, 05:11:16 AM »
Every weapon has some kind of a purpose for me, no matter how niche, except for one: the Thumper.

The blasted thing has barely any value in a support role, let alone an offensive one.

The only case that I can think of where it plays a significant role is when mounted on the Eagle(D) (the Standard vanilla loadout). If caught in a fight w/a Pirate fleet that has a few of these, they make for good spearheads (as far as Pirate fleets go); in early game, frigates/some destroyers get overwhelmed pretty fast if caught in range of its Thumpers (assuming the three Tactical lasers and Graviton beams are already firing on the ship).

44
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 08, 2016, 08:27:09 AM »
You really can't go wrong with the XIV variants. Uparmour kits and fancy racing stripes.

Too bad it doesn't fit on the front half of the ship. Also, the additional armour on the central part looks weird. Maybe stretch it upwards a little?

All in all, keep 'em coming!

45
Suggestions / Re: Special pirate crew
« on: May 05, 2016, 11:37:00 AM »
This is an excellent idea, I endorse it! :)

And to weigh in the discussion, HartLord is right, you know.

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