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Messages - Dostya

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31
General Discussion / Re: Interested in this game please tell me about it
« on: August 18, 2019, 01:38:13 PM »
I am very interested in this game and want to purchase it and support the dev but can you please tell me about it? What is it like and is it similar to any other game out there? Is it simple or somewhat deep and complex? I love space games and played Eve Online, Elite Dangerous amongst so many others. Please let me know...

Well, it's neither of those things, nor is it a flight sim of any variety. It's a lot more like Mount & Blade in space. The Sseth video above gives an overview, but if you want to see it played out by someone who's pretty experienced check out Nemo's vanilla playthrough. Nemo's not gone for beep-boop optimal skill but he represents the game well.

If you're looking for a single player EVE-alike you'll want to check out the X series, I believe the current iteration is X4 Foundations though the previous one X3 Terran Conflict has a much more mature modding scene. It's more a flight simulator in the early stages, but you can get to EVEing it up relatively quickly.

If you're looking for an Elite-alike I'm afraid you're out of luck, there's nothing else on the market like it at the moment.

32
Yeah, in pure vanilla by the time a player is starting up colonies the existent pirate bases are maximum level unless the player knows to actively hunt them. Thus, if they've been mostly exploring, doing personal bounties, and selling the proceeds rather than compulsively hoarding it's likely that the size of the general pirate raiding bases is going to be maximum and at that point it's a matter of a bad dice roll until the swarm descends. Nexerelin handles the problem by having the factions occasionally send fleets out to swat spawned bases which is nice.

There should probably be a tip about manually culling the long-range pirate bases if vanilla isn't going to implement the factions striking back as functionality.

33
Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.

I'm pretty sure this is a different bug since none of them are outright immune and it happens to every base I've seen. One or two fleets will go into the system, but then the rest of the fleets go away. Commission a few 1500 strength base strikes on one target and then hang out near the targeted system in hyperspace and watch what happens when the attack approaches.

34
Possible bug report: So, I've been having issues getting even 1500 power strike fleets to kill a pirate base and decided to go for overkill on my base strikes. I've been buying 5 1500 power fleets and siccing them on every base that annoys me. They've been failing at the same rate one fleet does, so I decided to hang around in hyperspace and see what was going down. My giant doom armada consisting of at least a dozen strike fleets gets to the system, exactly one of the fleets enters the system, and the rest just scatter into nowhere. I can't even track them going home, they just scatter into nothing apparently.

This is kind of a problem, and a giant waste of millions of credits for my strike fleets to just not function. What am I doing wrong?

35
So on a lark, I tried out the Derelict Sector. All the necessities are scarce, and there's combat everywhere. You have to fight for your supplies more than buy some because the markets are low on everything, so a salvage rig pays for itself really, really fast. All around, an excellently difficult start. Very brutal. Another start where I had a planet to be getting on with took some of the pressure off, but I still ended up having to set up my own volatiles mine to kickstart sector fuel production like I did when I didn't start with a planet.

All told, I like it. I think it'd be somewhat better if the Derelicts didn't just sit back and take it and had a somewhat nerfed invasion mechanic of their own to fight back at least a little with, but it's still pretty cool to see the factions getting their feet under them and painting the map.

My own faction didn't launch any invasions at the Derelicts even though I turned player faction invasions on. Not sure if glitch or intended behavior.

36
Since I'm using an old save I want to check, was there a bug that got fixed that when after you got rid of a faction and the end-raider bases script was turned on that the game would continually spawn normal space stations for that faction in various star systems? Example screenshot below, this is what a bunch of systems look like.


37
Blog Posts / Re: Skills and Story Points
« on: July 08, 2019, 08:21:43 PM »
I really like this, both for the general revamp to be less of an intimidatingly huge pile of skills for newbies as well as the loosening of skill permanency that'll allow someone to go with what's cool and good right now rather than worrying about what happens in twelve hours. I also like the idea of making small fleets both in terms of ship count and size more attractive and rewarding. I've said it before, but it bears repeating that Starsector is at its best when you've gotten a low-to-middling weight fleet together and are adventuring around the map. However, with the current endgame meta pulling hard into fielding walls of cruisers and capitals to deal with AI fleet walls and giant doom stations, those cool skills are going to have a pretty hard expiration as the player moves into colonies.

I have fun with Starsector's endgame, both vanilla and modded in shaping the sector as a whole, but as even the bounties start a terminal climb into the heavy metal small fleets become completely nonviable even to generally fool around with. Have you got any plans to lessen the push towards a wall of battle in lategame?

38
So I got the Caliph, kitted it out, stuck it in my fleet as a big dumb shooty object for funsies. I think there's something messed up with regards to its ramming damage. The Caliph taps a ship and the hapless fellow detonates regardless of whether it's using the ram drive or not. If it was more of a menace to the enemy than my own I'd be less unhappy, but I've repeatedly lost cruisers and carriers that end up near it. I've mothballed the thing and stuck it in storage - having the big dumb shooty thing is just too expensive in terms of lost ships.

EDIT: Oh, and after I did the save editing I had to turn the Vayra bounty intel system off too. I've had no more crashes and have kept going with my save.

39
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: July 01, 2019, 07:59:13 PM »
Hmm - it's actually based on the current fleet size! So that's a bit odd, my best guess is maybe the fight happened right before you saw the remnant from it?

Thank you, I'd appreciate it!

I've been keeping my eyes sharp for fleets mismatched with size over the last few days of play. It's as you say and only happens when the fleet has recently been in combat. The radar blip does change after I move out of contact and back into it. The phenomenon was most apparent during large scale NPC fleet to fleet combat, most easily findable during system raids on player colonies.

So known behavior/false alarm. My apologies.

40
There are stations, such as Arigato in the Underworld mod, that have a flag that Nexerelin respects as uninvadable. Your only option to get rid of it is to decivilize it in some way. Repeated raids into -20 stability or a couple saturation bombardments.

41
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 24, 2019, 01:53:54 PM »
Hmm - it's actually based on the current fleet size! So that's a bit odd, my best guess is maybe the fight happened right before you saw the remnant from it?
I'll keep an eye out for it and see about the circumstances for replication when I've got something concrete.

42
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 24, 2019, 11:17:45 AM »
Something I noticed about the radar is that the contacts seem to be predefined by fleet type rather than fleet size. It's resulted in some hilarity as I moved to avoid what I thought was a giant pirate armada that turned out to be a few frigates, the sad remnant of some other fight. It's not a matter that comes up terribly often, but I did find it amusing.

On another note, I just now noticed the different illustrations for the makeshift sensor array and the Domain sensor array. It's a nice touch. I sought out the others and then was somewhat sad that there aren't similarly sleek and vaguely menacing looking versions of the domain comm relay and nav buoy. I get why though; it's been years and I only just noticed the one. Still and all, the attention to detail was appreciated.

43
General Discussion / Re: Post-game 0.9.1a re-cap feedback
« on: June 11, 2019, 12:58:26 PM »
One of the first things I do after a vanilla run at battle size 500 is to notch it up to 1500. I get some significant slowdown especially when large numbers of strike craft hit the field, but personally I think the tradeoff is worth it. I do think that either vanilla's maximum battle size should be higher or DP average should come down because I don't want to bring along a large fleet I basically can't use.

44
There are two kinds of pirate bases. The first is generated give or take every two to six months near a random system or two that you have colonies in that is always -1/-10% unless you let it live. Those are always as near to your colonies as uninhabited systems can get. Then there are 2-3 that are generated that can menace any system in the game and which is used for the AI station bounties. Those start out at -1/10% but can go up to the -3/-30% level if left unchecked while menacing planets, which the AI always leaves unchecked. They can and will menace you from literally across the sector.

45
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 02, 2019, 10:22:56 AM »
The point is.. all those things are immobile and probably restricted with kill switches etc. You could also say that they're only given access to specific systems; not the airlocks, the O2 system, the automatic doors and all that low-level stuff. There's also a difference between an industry or an installation being 'augmented' with AI processing power vs. having AI officers as is the case with the space station. This is probably the worst idea, yet in game it works out fine.

A ship is an autonomous killing machine and an AI core in the officer slot means it makes all command decisions and has access to everything. Anything in charge of guns is problematic.
We know for a fact that the AI in charge of the planet isn't looked after that much, nor does it have remote killswitches or options to turn it off on account of turning it off meaning a dude walking down to where it physically is to move it being how they do that. Moreover, it's able to vanish and remain in the charge of the planet. Given that the station literally puts the AI in charge of it and the planetary governance option doesn't have any of those things you just talked about, I'm really curious to see why you think any of that is the case. Like, literally any of it. Because it's not supported.

And also what exactly is the AI doing in your universe that doesn't let it be evil? You do know it'll probably be able to change the answers it gives to questions its asked or processes it's running, right? What's it doing that allows the facilities to use an order of magnitude less materials and put out an order of magnitude more output that immediately ceases when it's uninstalled if it's not in charge of the place?

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