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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 - Dostya

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61
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 10:24:10 PM »
Brb hotfixing

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What, space covert terrorist groups don't enter their secret space base locations in Space Wikipedia? *faints*
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62
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 10:17:57 PM »
I FOUND OUT TO FIND LUDDIC PATH BASES GUYS! It's also really easy and I feel really dumb. Some strange feeling also tells me it's going to get the crap patched out of it come the next release  

:D :D :D

Spoiler
Check your intel tab, sort the planets by size. The Size 3 Luddic Path space station with no backstory off in nowheresville is the culprit.
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63
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 05:57:04 PM »
Despite my posts in here mostly being about what I think might be bugs, I want you to know you've annihilated my weekend with this. Take your time, it's plenty fun.

64
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 04:59:05 PM »
I'm still trying to figure out how to find Pather bases. I've been hitting up bars on planets with Pather cells in them, but no luck. I'm also not finding Pather fleets around to beat up either, and I've seen these bases spawn at wild distances away so...hmm. Regardless:

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Are my fleets supposed to be using tankers and freighters as top flight capital ships? It has tankers and freighters in it, and none of those designs are emphasized in my doctrine tab.

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65
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 11:56:55 AM »
Yep! This nebula detail on any of the maps is just not that accurate - it averages out nearby "cells", in part for performance reasons, in part because a more detailed version didn't turn out to look too good.

Cool. Thank you.

66
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 11:25:16 AM »
So I've been planning my routes with the main map and checking on everything in the minimap, and frankly they're not that accurate. This isn't the only incident or example of such around, merely one of the most obvious. There are other places closer to the sector I can probably find again. I'm guessing you updated the hyperlanes and didn't do anything with the sector or minimap?

Normal play map - note the radar display
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Tab map
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To be clear, I don't particularly mind inaccuracies especially as you get further from the main sector, I just want to be sure that they're intentional.

67
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 10:15:07 AM »
Aquaculture is double counting its base value. I can't get a screenshot of the info-panel for whatever reason, but this is what the commercial bit looks like. While I do appreciate effortlessly owning a large amount of the obscenely profitable food market, I don't think this is intended.

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68
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 17, 2018, 07:33:37 PM »
I have an odd problem with my factions' ship patrols. I've got several planets in system with military bases, and out-system colonies. This is what the patrols look like. One jump point of three has a fleet nearby sometimes, the other planets are undefended, and hyperspace gets maybe one fleet on an extremely inconsistent basis. Merchants are periodically cut to ribbons nearby, is there a way for me to goose my faction's fleets out of my homeworld's orbitals?

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69
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 16, 2018, 10:26:49 PM »
Never mind, question answered.

70
Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 14, 2018, 12:10:01 AM »
If there's a random, active Domain era communications relay in an unclaimed, uninhabited system, can it be salvaged and brought somewhere more useful if you've got plenty of cargo space? Given that vague equivalents of these satellites can apparently be created with some effort, carefully disconnecting the guts and reassembling them in another location seems vaguely reasonable. I don't recall there being that many when I've laughed off the inhabited parts of the sector and gone out to explore the whole rim a few times. The inactive ones are somewhat more common, but, well, they're not very useful.

71
Blog Posts / Re: Zen and the Art of Battlestation Construction
« on: March 11, 2018, 11:00:00 PM »
I'm not particularly a fan of having stations in civilized space fighting alone. I understood it with the {REDACTED}, as they could easily be having cognitive issues due to age and isolation and whatnot, but the major factions having a station fight solo makes me twitch a bit. Not only because the obvious response to a solo station is long range (I mean strategic map scale) KEW. The point of having a strongpoint like that would be a safe place for a garrison and system patrol force to retreat to, to vent, to repair, to resupply. I'd expect that someone picking a fight with the home base would have a number of ships to face down who were simply around the station. The ships resupplying, refueling, taking on ammunition (obvious place for D-hull ships from battle damage, perhaps they have half ammo, lower starting CR, whatever) would probably have crews that'd object to their home getting blown up and looted to the bulkheads. In addition to any dedicated ships, of course.

This would naturally complicate the fight, but in a good way. The station's obviously a fountain of hurt, and the fleet can pounce on any weakness shown in taking on the station. Having a fleet coordinate with the station would probably not be too hard from the back end; place hidden AI escort markers on station modules (light/medium/heavy depending on value/vulnerability), and have the escorts prioritize ships attacking those modules. Though obviously having the ships hang out too near their escorted module runs the risk of them accidentally meatshielding for the enemy. A higher level station could also have a bigger garrison, allowing there to be something of a normal fleet battle in addition to the station playing 500 pound gorilla in the middle.

This has two benefits - first, that you can relax a bit on making the station capable of credibly solo-fighting an entire fleet while being, well, stationary. Second, no need to make new remote defense platforms since you've already got them - the ships.

Just my two cents, lobbed in from left field. I look forward to seeing how it all shakes out.

72
Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 14, 2018, 08:29:26 PM »
I like the plan that blueprints are learned faction wide, and aren't stored anywhere that the player has to worry about. If they were planet by planet, bound to those planets and could be lost, that would create certain incentives. I think my initial plan would involve maximized planetary defense, maximized heavy industry/shipyards, and a few expendable resource colonies in or out-system to feed it. I'd also make sure to plant several (ideally 5+) more mostly self-sufficient colonies around the system to spam more defense and patrol fleets out to bog down attackers further. I'd gamble on the fleet output by the high end planet to provide enough backbone for the spam to make the system largely self-defending, or at least enough to manage to defend itself for me to return to handle especially problematic sorts. Also, no AI Cores allowed in that system. Even in storage. Mostly because losing all my hard-gained blueprints would be an...unacceptable outcome.

Speaking of, patrol fleets. It seems that larger planets don't send out patrols to aid more isolated planets in other systems where they probably should. It'd make sense, or be appreciated depending on Alpha Core RNG doing Bad Things (TM) to colonies, to be able to have one colony send patrols to another's defense (ideally to be done automatically, really, especially with same-faction colonies in the same system). Also, on that note, it'd also make sense if the player faction goes carrier heavy, factions at war with them would increase the number of anti-fighter ships in their compositions. And vice versa for capital ships, etc. Maybe something to think about for two or three releases from now since fleet composition is going to be adjustable in-game. Granted, each faction would have 'preferred' fleet comps to default to even if they change in response to enemy doctrine, but it'd increase vanilla variety especially after the AI factions have fought a few wars with each other.

The apparent continued existence of marines alongside Alpha Core administrators doing *something* to colonies leads me to suspect that there'll be a reconquest mechanic implemented on Alpha Core colonies. Couple that with a population loss during the rebellion and an immigration malus for a time afterwards, and it'd be a proportionate disincentive to simply slap Alphas on everything. Permanently losing colonies with Alphas in play on, what seems to be sold as, bad RNG just seems a bit too harsh to be plausible to me. Or I'd find a way to mod it out, because that would just be uncool.

73
I don't believe anyone has voiced thanks here for the auto-clean of scavenger fleets yet, so I'll do it. Thank you. Even with my general vigilance with the console mod's kill command against them my games slowly strangled. The auto-clean has made my longer run games playable again. In terms of quality of life this mod has not only stolen the cake, but the entire bakery while it was there.

You rock.

74
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 28, 2017, 08:44:39 PM »
I have no idea what is happening. The "Literally Hitler" message should never appear under any circumstances. It means that you are currently in the refit screen. Even if the refit flag were to become corrupted, it resets with every 'tick' the autofactory processes. If there was some sort of weird interaction with the illegality code it should return "Insufficient Resources". Did you get a message when the production was cancelled? If so, what were its exact words?
I swapped the settings back around, loaded the game up, and couldn't reproduce the error much to my incredulous frustration. I got one brief moment of the Literally Hitler issue with the crew/cargo and ship buy screens while a Mantis was being scanned in, but it reset itself when I came back to try and get the error a second time while the Mantis was scanning. I then tried to scan in a Paragon, but no dice with the error at any point. I officially have no idea. If I can get it again, I'll let you know with settings and a save file.

To be clear, my main save with normal resource requirements is AOK and working fine. It was one I was messing about with for testing purposes that had an issue.

75
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 23, 2017, 10:57:53 PM »
I was doing some playing with the resource settings after seeing the posts in here, and came across an odd bit of behavior. When buying weapons, having the 0 resource cost and any credit cost works fine, but adding ships in with 0 cost did something odd. The ship canceled production, and the weapons also restricted themselves from purchase or refit with the usual "Literally Hitler" error. Placing the resources required to produce both ships and weapons in storage subsequently did nothing to unlock either for purchase/production, even after swapping the required resources back to 1.0.

There may be one more check or flag that's not been changed somewhere other than that, or an unanticipated interaction occurring. It persists across saves and restarts. Oh, and of course, thank you for fixing the UI. It's been nice.

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