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Messages - Mudanzas Valencia

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16
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: January 05, 2016, 02:38:56 PM »
solar shielding is lame haha, especially since tactically beams are a threat to shield flux, not armor (if they are freely beaming your armor your already doomed!)

unless beam damage resistance stacks with armor ablation? is the beam damage resistance calculated before or after armor check? is it that 100 armor counts at 110 against beams? Or is it that 100 beam dps counts as 90 damage against 100 beam protected armor?

 how does armor damage reduction work in terms of beam, is it a flat reduction that eventually scales down as the armor is whittled away, so that a beam only does full damage against exposed hull? Hmmmm...

 also what was the maximum damage reduction that armor gives again, is it 80% (20% gets through?)

17
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 05, 2016, 02:26:03 PM »
confirming that disabling (but still installing for comptability) shaderlib removes all hiccups and glitches

game still looks pretty imho  ;)

18
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 05, 2016, 12:40:31 PM »
A better use for light armor would be something that costs no ordanance points, adds a 3-5% ordanance point bonus, at a cost of armor, hull, weapon and engine fragility and CR time. You could call it light structure. Kind of like endosteel in Mech Warrior Online

Right now the CR penalty for light armor is too high, and the speed boost OP in combination with other speed boosts (there are quite a few)

19
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 04, 2016, 11:41:58 PM »
light armor seems to be gimped, adding a flat 15% rather than a 15% ratio, may be vanilla (or working as intended?)

20
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 04, 2016, 06:56:29 PM »
a nice feature would be a number showing your monthly crew costs (in the UI)

21
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: January 04, 2016, 05:58:03 PM »
when is starsector gonna be finished anyway? I'm not being a jerk im just wondering since it's arleady got the effort of ten indie games put into it and im just wondering if it's gonna be done by the end of 2016 or if this is basically a dwarf fortress in space timeline

22
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 02, 2016, 07:41:59 PM »
The AI doesn't seem to be able to safely kite. I put 4 mining lasers on a hecate. It had a speed of 275 with light armor, manuvering jets and augmented engines. Against a luddic 4 gun ship (i forget its name) the hecate flew right into the jaws of the luddic and got evisterated, actually ramming the ship hard, even though it could have easily stayed at range and melted the luddic over time.

Not sure what the deal is, maybe it's vanilla, don't think the AI can account for very fast accerlation, manuverability and speed.

23
Suggestions / Re: Sensor Normalization
« on: December 28, 2015, 06:57:45 AM »
This is a very dense thread. Any tldr for any progress or salient points made?

24
Suggestions / Codex for Hull mods would be great!
« on: December 28, 2015, 06:56:09 AM »
Because I don't know what a lot of them do, particularly the end stage ones, and because often times in a single game its not realistic to expect to get all hull mods (or most hull mods even) it would be nice to be able to plan your advancement along the tech tree by being able to see what a lot of the hullmods do, diablo 2 skill tree style. after all, most skill advancements are just hullmod advancements. this is particularly relevant in SS+, where there are a buttload of even more hullmods, some of them quite esoteric.

25
Suggestions / Re: phrase "Skeleton crew" is misused, remove it mabye?
« on: December 28, 2015, 06:39:22 AM »
agreed, an aircraft carrier with a skeleton crew would not be able to launch fighters, a destroyer would not be able to operate guns (very well). Skeleton crew is basically, the amount of crew required to make sure the ship doesn't hit something while coasting along or just catch on fire. in contrast, in SS skeleton crew means "minimum crew for maximum efficiency"

"crew complement" might work better for that

26
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 22, 2015, 05:31:45 AM »

That indicates the outer edge of the range at which they can detect you, and is only shown when you're near that range. If you're outside it, they can't see you (yet). If you're inside it, they can see you. You also have to see *them* to get this indicator in the first place.


needs an ingame tooltip thingy

27
Hello:

Something to this effect may have been suggested before, however, in light of recent changes it might be worth revisiting.

Boarding ships increase chances of ships being boardable, as do scaffolding repair gantry ships. Even an increase of 1% per dedicated gantry/boarding ships would make a huge quality of life improvement in aggregate. So having a gantry and transport increases chances of ships being boardable to 7%. You could justify it by saying these ships make "borderline" cases more viable.

Also would like to see capturable fighters. Literally could just scoop up a somewhat damaged fighter and reverse engineer a blueprint from it, no capturing required

28
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: December 21, 2015, 01:07:16 PM »
Went ahead and uninstalled this until deployment supply costs are ungimped. Good luck mod merry xmas

29
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 21, 2015, 11:06:09 AM »
maybe you could toggle your sensor ring to "threat range" and "sensor range" with threat range determining what range at which fleet size X can probably detect you and sensor range determining at what range you can probably detect fleet size X. You can plug in a fleet size of your choosing depending on the situation.

For example if you are fleet size 5, you are not really worried about fleet size 5, but fleet size 10 would be a problem, so you set your threat range to 10, a ring surrounds your ship. you intuitively know that any signatures outside that ring is bigger than 10, and too be avoided (or investigated).

if you get really CR trashed after a fight and need to hide you can set your threat range to 1, basically showing the safety "bubble" you have and what you need to keep away from any fast attack enemies

I dunno, i think right now there is no accounting intuitively for steathl bonuses or penalties in the UI outside of that little tiny number box at the bottom, so...meh


30
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 20, 2015, 11:35:01 AM »
That's pretty much exactly how it works out given the formulas involved.

really? Then I literally have no idea how sensor profiles work? That might be a problem? Perhaps someone could post a sensor profile graph showing the log scale of military ships versus civilian ships versus 50/50 mixed ships???

By the way, could you briefly explain what the enemy sensor "radar rings" actually mean. If you see their radar ring , that means you can see them right? That is to say, you see the radar ring emanating from their "center" position, which is revealing a previously invisible enemy fleet. That is really confusing to me, because radar does not function that way "intuitively," it emanates from you, that's how you detect. So really, you shouldn't see any enemy's "ring" you should see an enemies "blip" which is a disturbance in your ring. Unless your not detecting the enemy but triangulating based on their own electromagnetic signature (their ring???)

That's a confusing question cause its totally different from the "radar burst" special function that both you and the enemy can do, THAT makes sense, that's exactly how radar works intuively. What I don't understand is the normal "background" radar dynamics. If you see the enemy radar rings, im pretty sure that means you see them, but they dont necessarily see you right?

Also, when they do their own radar burst, how can you tell if they did or did not see you from the interface? For instance sometimes I see the strong radar ring waver over my fleet, does that mean detection? Other times I see an outer solid small radar ring  in addition to the main ring, does THAT mean detection?

Fuuuuh, an explanatory youtube radar tutorial video would be appreciated...

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