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Messages - zaimoni

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16
Suggestions / Re: An idea for armor
« on: February 16, 2018, 12:25:44 PM »
Usual AI vs AI experience here is Paragon dead, Onslaught 20%-25% hull with an optimized L20 pilot. 

Are you saying the onslaught has a level 20 officer and the paragon doesn't?
The paragon is Threat; it has an L20 pilot, typically with garbage skills.

The Onslaught is mine; as stated its officer has optimized skills.  The Paragon will win if the Onslaught's officer only has good but not optimized skills.

17
Suggestions / Re: An idea for armor
« on: February 16, 2018, 08:50:30 AM »
What game version are you playing in? Onslaughts are, by far, the fastest capital ships. And Paragons are, by far, the slowest and least maneuverable.  So while the Paragon does outrange the onslaught, being the only high tech ship that does it will not do so for long, and will barely even have time to maneuver before being beset upon by superior firepower and flux stats.

What version of the game are you playing? The paragon has vastly superior flux stats, 8k more flux capacity and more than double the flux dissipation (1250 vs. 600). Plus fortress shield which makes it more or less invulnerable. Onslaught will flux lock itself long before paragon gets anywhere near max flux.
Usual AI vs AI experience here is Paragon dead, Onslaught 20%-25% hull with an optimized L20 pilot.  Seriously considering reconfiguring the game to increase fleet limit beyond 30 on my next playthrough, if I can find an appropriate JSON adjustment.

18
I can tell you now that this is not a Junk Pirates bug. It's a known bug that occurs when running many combination of mods, and we don't really know why it happens. When and why seem to be wholly random.
It acts like an automatic garbage collector hang; multi-threading deadlock don't need hours of runtime to set up a test.  The surprising thing is that it takes mods to trigger it.

Sufficient mod list to trigger: only Nexerilin and DynaSector combined.  No others required.  On the system I have SS installed on; I just have to allow the game to run continually for 4 or 5 hours and the next quicksave will fry with 100% reliability.

19
Suggestions / Re: Proportional forces tooltip
« on: February 03, 2018, 09:05:45 AM »
He may have forgot he had the instant-repair skills.  If you stack the officer version on the fleet version the effects are dramatic.  (Not so dramatic that it's worth doing on an Onslaught, but once you've locked-in the range boosts it works great on cruisers and frigates).

There's also "not doing much so CR doesn't go down", but that cuts in more with a slight force excess which isn't the situation here.

20
I think though as a novice so there are probably good reasons as to why this isn't an option; so I guess this post is also for my own education, but I have a few ideas about how to implement it.
Already implemented: it's a dev mode command explicitly documented in this forum.

21
Bug Reports & Support (modded) / Re: Crash to desktop
« on: January 12, 2018, 08:29:34 PM »
Is Dynasector intentionally not current (i.e. is there a good reason for not upgrading from 1.4.1 to 1.4.2)?

22
Mods / Re: [0.8.1a] Autonomous Ships 0.5.1
« on: January 07, 2018, 12:54:06 PM »
The commands won't work in the simulator nor if the flagship is on autopilot.
May I assume the commands won't work if the flagship isn't even deployed?  (Yes, this does work for newbies -- just need hordes of command points and a frame rate multiplier of 0.5 to compensate).

23
Lore, Fan Media & Fiction / Re: Casual Gameplay Videos
« on: January 07, 2018, 12:21:12 PM »
Not with optimized officer skills.

However, with Nexerillin's officer death option on I find that using un-officered frigates as escorts for officered destroyers and higher does make sense.

24
Bug Reports & Support / Re: Loading times
« on: December 29, 2017, 07:39:21 PM »
Thoughts on lowering load times.

1.  Why OGG?  Why not allow WAV?  In fact... I wonder if WAV loading works?  I might have to test that out.
Be prepared for a 5x-10x increase in file sizes.  WAV has almost no compression.

25
Bug Reports & Support / Re: Loading times
« on: December 26, 2017, 12:28:15 PM »
Note that a very early prototype of a StarSector savefile scanner on my end (implemented in Ruby) needs ~93 seconds just to parse 25.7MB of XML.  I don't think Java will be astronomically faster than Ruby (they're both virtual machine languages and neither is specifically optimized for text processing), and C isn't markedly faster than Ruby either, so I just expect relatively slow game load times no matter what.

26
"Options are evil"

I hate to think of the playtest time incurred.  (The player-hunting fleets work well enough in Nexerillin.)

27
You need to take notes on which worlds usually have large supply and fuel stockpiles (1000+), and use the others only as convenience/emergency restock.  Supplies are more critical (e.g., you may have to decline a hunting bounty in the early game because the system has no worlds with large supply stockpiles).

28
Suggestions / Re: Safe'nSteady combat and player knowledge progression
« on: December 11, 2017, 01:30:00 PM »
Easy way to find out: Omnifactory mod.

29
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 6 (released 2017-11-30)
« on: December 01, 2017, 12:41:35 PM »
Had an unpleasant surprise in my latest Nexerillin game:
Code
finditem heavy_machinery
finds heavyneedler instead.

Also fuel search was odd; problems with values at least 10,000 (e.g. Sindria).

30
Suggestions / Re: Ammo for Fighters
« on: November 29, 2017, 10:17:44 AM »
Thunders used to have Harpoons, and there were AI problems with them in earlier versions.  That was solved by replacing the Harpoon with unlimited LMG and repurposing them into super-fast interceptor instead of multirole fighter.
Potentially early-game easy mode.  A Heron stacked with three Thunders can solo-snuff 3-4 "trash" pirate leftovers in Nexerilin (fighter strike orders, appropriately skilled officer).


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