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Messages - dk1332

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151
That's intentional. A lot of its versatility comes from the fighters you choose to take.

Well I guess there's that.

Quote
It's technically a frigate, so no. It gives the same bonus as a Shepherd would.

Oh...I thought its a destroyer. Welp, I guess I can keep one or two for now until Nexerelin gets updated (with the mining and everything).

152
Modding / Re: [0.8a]Wriath's Ship Addition Mod V.7
« on: May 13, 2017, 10:13:13 PM »
There's a bug with the Assasin's "fighter wing". If you try to remote view the unit, the game crashes.

153
Love the Manta since it can carry Fighter wings, though the lack of Missile weaponry kinda makes it less versatile.

As for the Katrina, does it give the same salvage bonus as the salvage rigs? I'm in a dilemma on picking this ship or stay with the salvage rig.

154
Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 13, 2017, 08:54:16 PM »
Trying to restore a Rime (D) pirate version causes a crash.


Pretty sure that has been fixed, did you get the latest one?

155
General Discussion / Re: .8 feedback thread
« on: May 13, 2017, 01:45:07 PM »
@SCC I haven't really noticed the warning beacons doing several pings for different threat levels. If they do tell which is which already and I did failed to notice, then I apologize.

As for the fleet log, I don't think they stay longer than a month or so. So far, I have been following some bread crumb trails to look for research stations to plunder so I usually find some location data of something but they don't last that long for at least a month or so. At least a list of log that shouldn't actually go away or at least until you found it yourself to keep things in order. That way, you can track your scavenging expeditions so far.

Though maybe separating stuff on which stays, from important ones like derelicts and stations and not so important ones like debris field, distress calls and probably planetary data?

156
General Discussion / Re: .8 feedback thread
« on: May 13, 2017, 01:05:43 PM »

  • Add in an extended Fleet log that shows all of the "Sensor Data" you collect for the entirety of the game.  Data could be cleared whenever a target is Surveyed/Scavenged/Pounded to Scrap.
  • Add in an indication on the Sector or Intel map that shows warning beacon information.  This could be as simple as a note on the system, saying "Warning Beacon: Yellow/Orange/Red" or "Threat Level: Y/O/R", or similar.  I've found in all of my campaigns, once I get close to wanting to enter Orange/Red level systems, I am at a high enough fuel consumption that I do not want to go searching for them.  I could drop off Ships to search, and write down the information but that doesn't really make sense.  I like flying my fleetball of death and watching enemies scatter.*



Spoiler
*Well, except for when I did a Fuel Procurement mission in between bounties...and my fleet with a Dominator, Mora, multiple Enforcers and other destroyers was intercepted by a Pirate fleet whose fleet highlight was 4 combat mules.  I admired their reckless bravery.  They, of course, did not survive  ;D
[close]

(This has probably been mentioned before, but I couldn't find the thread...)


Yeah, a better fleet log needs to be a thing. I once stumbled a some information regarding to a derelict ship in Thule, then found some data regarding a research station on the opposite side of the map. Prioritized the research station since it gives more goodies than a derelict ship. Should've wrote it somewhere but thats too much of a hassle.

As for the warning beacons colors depending on how dangerous that star system is. That should be a thing. You either get surprised with your pants down if you are unprepared to fight hoards and hoards of redacted fleets or get disappointed to see there's only small 2-3 frigate fleets running around when you wanted a challenge or just plain deactivated ones. This game is set in the future people. At least they should have some better warning guidelines towards hostile star system. Not some vague "Uhh, there's something that can potentially kill you here so stay away....maybe...probably." warning sign.


On a side note. Anyone else also getting some scanning mission for probes/ships you already salvaged before? Not sure if a bug or there's still another target lying around the same system as the last one.

157
Oddly enough I had one instance where the fake reading did change direction. So this kinda caused me a great dilemma.
Are you sure? As in, "I went to the edge of the system map" sure? I've had a gate and comm relay just at the edge of it, this might've been similar case.

Pretty sure. It was supposed to be at 3 o'clock position from the star. At first I just gave me a doubtful chase, stopping 3 more times to use my sensor burst and reactivate my sustained burn. After the 3rd time it when went 5 o'clock in correlation when I was midpoint near the edge of the map. Changed direction towards the new signal.

Found nothing.

158
Mods / Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« on: May 13, 2017, 12:38:59 PM »
If the colonization becomes a thing(well soon), I can't wait what nexelerin has in store for us. Maybe an event with two(or more) warring factions racing to secure a habitable planet (especially a Terran world) or any class 3-5 planets?  ;)

159
Mods / Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
« on: May 13, 2017, 12:34:53 PM »
Pidgeons are still everywhere...like literally EVERYWHERE.

Oh detected a derelict signal? BAM! Pidgeon.
Pirate fleets? BAM!! Pidgeons!
Oh look a debris field? BAM!!! Pidgeon!

Joking aside, I noticed that pirates uses alot of ships from this pack most of the time. Especially the Torment, Sunder (WRD), and the Hammerhead (SKR). 4 out 5 mid sized pirate fleet encounters I had are mostly filled with them. Not really fun if you just started and doesn't have enough firepower to repel them. Maybe some D versions to tip the balance perhaps?

160
AFAIK fake readings always point in the same direction, while real change.

Oddly enough I had one instance where the fake reading did change direction. So this kinda caused me a great dilemma.

i think volatile consumption and false positives are both fine, and make it feel like a unique little gadget rather than just another ability, but imo it doesn't need to cancel Sustained Burn. having to switch between the two can get a bit annoying, particularly for that triangulation stuff.

the volatile consumption should already keep the player from just leaving it on all the time. if not, a small, flat burn speed reduction (-2 or so) would probably do the trick, without being annoying.

Agreed, not being able to use sustained burn makes it harder to find those "outer reaches" targets.

161
Okay, before you insult my awful lack of intelligence, lets just be honest here.

Neutrino detectors are confusing as hell. Especially when you get those "scan X which is located outer reaches of Y Star System". I know there is an instruction on the ability itself, but still, its vague. Star, Planetary and Station readings are easy to tell but smaller ones like ships/caches and bogus readings are hard to tell apart from each other. I know this is a stupid question but:

HOW DO YOU KNOW IF ITS A REAL READING OR NOT?

162
I noticed this too. Its weird considering they don't really have a law since they are automated units.

Funny thing happened to me as well while trying to sneak around a redacted controlled territory, I set my transponder off. Slowy creeping around to look for research stations. Then a small redacted fleet (two frigates) spotted me, approached me and asked me to turn my transponder on. I complied and they ran away. Like what normal small hostile fleets do. They avoided me and started stalking me from a distance.

Maybe they those two frigates have Alpha cores or something ? (jk) :D

163
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: May 13, 2017, 06:02:35 AM »
I was talking to a friend of mine about SS and this mod and showed some screenshots to him. I must say he is impressed but he pointed out that the ship itself seems to be a bit too lack luster. He mentioned that the ship should have 5 main cannons (four in the front and 1 in the back) instead of 3.

I went ahead and looked it up again and found this
Spoiler
[close]

Apparently, The Isaribi has 2 guns in the bottom of each side, still similar to the guns visible that are from birds eye view. Though, I'll be honest, that can be ignored since its not visible. Also, more guns means more flux build up and more ordinance issues.

Looking at this pic I remembered that the wikia page has the concept art for the ship:

Spoiler
[close]

Other than the size comparison with the ship and the ideal height of an MS, and the alternate colors, I noticed this particular illustration:

Spoiler
[close]

While it is impossible (as far as I know) to make a turret move back and fort without turning in SS, The guns can actually "turn" broadside, technically allowing the ship to shoot its main guns on the side. I quoted the word "turn" since it doesn't actually turn like a normal turret but it can turn 180 degrees left and right. Though we really haven't seen this being done in the anime.

To be honest. I have the mixed feeling of both love and hate on the guy who did the design to the Isaribi, The ship is filled with flaws for an "Armored Assault Ship", especially the lack of AA coverage and the odd rear gun placements (Why put a gun in such a low position where it can't be used even for broad side attacks?).

Setting that aside. Are there any plans to add more ships from the series? Like the Hotarubi and the Hammer head? or the pirates (Brewers) warship?

164
Mods / Re: [0.8a] Green Knight Security (v0.7)
« on: May 13, 2017, 01:09:48 AM »
Not sure if a bug or not, but the Strauss Carrier cost 300,000 credits even in the black market. Thats like the same price tag as a capital ship.

165
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: May 11, 2017, 11:19:40 AM »
Well, prob just luck really since I've seen them pop up in the independent and hegemony markets. The Ryusei-go shows up but the customs are all set up to be pretty rare, the only one I've seen actually in the play tests I did was the ryusei, though I didn't go through long enough to see anything else.

I see, then again, I still haven't visited all the markets in the game. I guess time to run around and look supply of those guns and custom units.

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