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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - j01

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Sorry for the wait, I had to learn how to compress videos after all, AND learn how to upload videos to youtube. I meant to learn this stuff eventually anyway, so it's no big deal.

Character progression info:

Paragon loadout:
(it has accelerated shields in the first video)

3 videos, with skip-to-the-example-mark links in each's description

These are just my first three attempts at recording, which just happened to have some minor examples of the phenomena. I've seen much more egregious examples, where the shields drop with enemies much closer and bullets/lasers/missiles still flying everywhere, yet flux is still fine or is already rapidly improving on its own. Hope this helps.

(make sure to hit 'more' under the description for the third video, as there are more links listed for shield failures and the results)

[EDIT] Just ran into it again while not recording. Autopilot dropped shield while within 600su distance (tactical laser range) of 3 enemy ships after destroying one of their friends. Maybe it thinks it's safe to lower shields or vent when a dead ship is nearby to hide behind?

[DOUBLE EDIT] Huh? This got moved from bugs to suggestions? How is the AI dropping shields or venting when it's at little or no flux and well within combat range of enemies not a bug? That can't be intentional.

Let me just figure out how to compress these to sane file sizes and I'll upload you some varied examples of what I'm seeing. Is mediafire okay?

Narrowing it down, the only ships I've noticed this issue with in recent memory were omni-shield ships that have the front-shield mod equipped, specifically the paragon and the monitor. I think i've seen it with the medusa too.

If you don't want to waste your time, I could see about producing a video showing the issue in action.

[EDIT] Also I don't think i've ever seen it while fighting enemies with beam weapons other than once against another paragon who nailed me with tachyons when autopilot decided to drop shields while at 25% or so flux.

Just from my experiences so far, if I had to pinpoint at least one very specific cause of the AI goofily dropping its shields while under fire or in danger without needing to (flux is fine or well on its way to being fine), I'd have to say it's when it overload's an enemy, or gets an enemy close enough to overloading that the enemy drops its own shields.

It seems to do this consistently one-on-one, which makes sense, because the overloaded or nearly overloaded enemy doesn't have the flux to fire back, and is vulnerable, but I'm thinking it follows this behavior often even when in one-on-twelve battles.

Just in general: if you're seeing something odd, it probably has to do with the specific circumstances (ship loadout, opponents, etc), so describing it in general terms doesn't really help pinpoint the problem.

I did give examples of the circumstances where I've seen this behavior, and also that it occurs with a variety of different ships, loadouts, and situations. I can document the exact ship loadouts I'm using and take screenshots of when it happens too, if you'd like. It's easily reproduced in the refit simulation.

I've noticed a general set of AI quirks while playing as a lone ship in campaign mode and setting myself to autopilot. The problems are mainly obvious with the paragon, but seem to be present with many other ships.

I find that often, not just sometimes, my autopiloted ship, despite having max flux dissipation, enormous flux capacity, 40 levels of character progression that include perks like 20% hard flux dissipation with shield raised and huge extra boosts to flux capacity and dissipation, and shield damage multipliers exceeding 0.35%, will randomly lower its shields or vent flux at the most inexplicable, inopportune moments, even while at very low (and getting lower already!) flux, yet while still well in range of enemy weapons, and even while surrounded and under fire, yet not enough fire to pose a threat if the shields had just remained up.

Distance from the enemy doesn't seem to matter. I can be on like 2000 out of 40,000 flux, or even at 0 flux, and my autopiloted ship will randomly drop shields or vent right in front of an enemy or group of enemies. A lot of these times it seems like my ship will drop shields after destroying an enemy, even at very low flux, and even if still surrounded or even flanked by more enemies. To a lesser degree of idiocy, the AI also likes to drop shields if close to topped out on soft flux, but at very little hard flux, while under fire or well within range of enemy weapons, rather than just keeping its shields up and waiting a little longer, and more safely, for the flux to drop while shielded, even if the damage being done to it is insignificant, opening itself up to needless armor and hull damage, and provoking alpha strikes of opportunity from missiles normally held in reserve.

This critically stupid, suicidal behavior seems above and beyond other quirks that make human control obviously superior, like the autopilot's tendency to sometimes charge into weapons range and attack an enemy that's at little or no flux, while the autopilot itself is nearly maxed on hard flux, when it has plenty of a speed and maneuverability advantage to back off, vent or dissipate, and then re-engage. While silly, at least it isn't pointlessly suicidal.

Observing the autopilot controlling a customized paragon also has me wondering if the AI doesn't at all understand that the ship it's controlling has a mod that gives it a front shield rather than an omni-shield, as a lot of the random shield drops seem to conveniently leave its flank exposed right as the shield re-engages. This could be coincidence, though.

I find that it's an absolute prerequisite to add accelerated shields as well on any front-shield modded ships that were previously using omni-shields, just to mitigate their tendencies to needlessly expose themselves.


I'm also suspicious that the AI doesn't realize its ship has the perk that gives the engine boost even at up to 25% flux, which may contribute to it dropping its shields to try to move faster.

General Discussion / Re: My 0.65 RC-1 Fleet
« on: October 23, 2014, 07:36:06 PM »
The fleet:


The method:

Deploy the weaponless monitor, ISS Bastion. Fortress shield up. Gather all enemies to me and tank them.

Deploy 1-3 medusas depending on size and strength of enemy forces.

Wait for medusas to arrive together. 90% of the time they choose the same target on the periphery of my tanking circle since they deployed simultaneously and begin pelting it with heavy blasters (formerly pulse lasers + antimatter blasters) until it is dead.

Weave around enemies to position them in a line so they won't fire on me if necessary, while staying close enough to keep their attention, and toggle fortress shield on and off to regain flux. This step is unnecessary against forces that don't have multiple cruisers or a capital ship + backup.

Repeat until medusas have picked off each enemy.


If anything escaped, the tempest chases it down and finishes it with superior speed and extreme prejudice.

If any ship remains intact, the venerable ISS Sudoku shuttles on over for a suicide marine rush, if desired.

This works well. I have even successfully taken on fleets with an onslaught + cruisers and destroyers and more, albeit with significant damage done to the poor, silly AI medusas. I met my match with this setup in the form of a fleet with two onslaughts deployed simultaneously, as my poor monitor could not keep the attention of enough of their combined guns to save stupid medusas from lowering their shields instead of backing off, and getting exploded.

I was running a custom medusa variant I named "Heavy", decided to refit after leveling up, deleted the old variant, adding some new things, but it was still called "[Heavy] Medusa" in the variant name box, and the game crashes to desktop consistently when I try to run a simulation while the ship is still named after the previously saved but now deleted variant.

log dump:

7054422 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [exported_variant_medusa_311f1ebd-540a-4606-8521-b32f2f5133c1] not found!
java.lang.RuntimeException: Ship hull variant [exported_variant_medusa_311f1ebd-540a-4606-8521-b32f2f5133c1] not found!
at com.fs.starfarer.loading.O00O.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at$String(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at$super(Unknown Source)
at Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.Oôo000(Unknown Source)
at com.fs.super.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

General Discussion / Re: RAGE AGAINST THE PATROL!!!
« on: October 23, 2014, 04:09:27 PM »
I think it is so expensive right now because if you go straight to the black market to sell legal goods that would avoid tariffs, so the authorities need another way to drain your money so the black market is not OP.

I think maybe inspection frequency and severity of fees incurred should be based (more? is it a factor at all right now?) heavily on system stability and smuggling activity.

If a system is more stable than not and there's little or no smuggling being done, these legalized shakedowns should be much, much rarer, and the toll should be absolutely tiny compared to what it is right now.

Legal traders already have to face enormous tariffs, after all.

Hell, maybe there should be a reputation stat that ties your history of legal trading and helping out with shortages in each system with your faction standing, and should count for or against you with this kind of stuff.

"Hey, I scanned your cargo and it all looks good. We usually charge for this kind of thing, but you're a dear friend to the Hegemony, and the books also say you rescued planet A and B from starvation with your onion shipments! My wife lives on planet B! My god, someone give this man a medal."

General Discussion / Re: My 0.65 RC-1 Fleet
« on: October 22, 2014, 08:26:13 PM »
I'd love to see some single-ship bounties in the future where the enemy is just one dude in a big heavily customized ship being a menace that must be stopped.

Imagine getting that big fat 250k payoff only if you can manage to defeat some legendary captain of an overclocked paragon.

General Discussion / Re: My 0.65 RC-1 Fleet
« on: October 22, 2014, 07:03:52 PM »
Cash in hand: 3,017,642

  • 1xOnslaught
  • 1xDominator
  • 2xEnforcer
  • 2xMedua
  • 1xHammerhead
  • 1xGemini
  • 1xWolf
  • 4xAssorted fighter/bomber

Is highly profitable: Check

How in pluperfect hell is a fleet that big "highly profitable"? In fact, how is it not just one gigantic neverending money sink?

How are there enough supplies and fuel in the universe to support a fleet that big?

Do you just stay in one system all the time? If so, how do you turn a profit when there aren't any bounties (most of the time)? Do you just wait around at one port or another, speeding up time, waiting for bounties? Is one of the systems capable of producing half enough supplies to keep a fleet that big afloat?

I can't find out how to make it worth having a single cruiser class ship, even just by itself, due to a combination of the expense and lack of availability of supplies and fuel, and lack of constant , decent money source within a single system.

Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 21, 2014, 10:46:30 PM »
Are you sure? There's code specifically to abort the inspection if the player jumps out before they get the notification about the scan, and as far as I can see, it seems to work. Can you describe exactly the sequence of events?

Yes, I'm positive of what I saw.

I was near a Hegemony patrol when I arrived at the warp thingy, clicked the text option to enter warp, and afterwards while my fleet was just kind of fading out while on top of the gate, the hegemony patrol emitted its pinging pulse thing, and then I appeared in warp in time to see the "you lost faction!" message.

I also recently chased down a single pirate ship, some kind of smuggler, engaged it, used the "pursue" option, ran it down, destroyed it, and when I came out of combat I saw a notice of losing -156 faction with independents, and since the game was paused, I got to see that the now empty pirate fleet (of one ship) I had just killed had turned independent after I engaged it.

Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 21, 2014, 03:24:21 PM »
Dunno if it was already mentioned, but you can get pinged for scans after you've already put in the command to enter a warp gate, causing you to lose faction standing without being able to take any action to prevent it. People should be able to tell when the irreversible process of starting up the warp drive has begun, and know better than to expect you to sit still for a scan when it is impossible. Better that than making it possbile but only a tiny window of split-second-reflex-game-pausing to interrupt your warp jump so you can get scanned, if you ask me.

Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 21, 2014, 10:30:34 AM »
I'd just like to comment about something that might be a bit old news to some, but new news to me, as of this version.

It's a lot of text that looks negative at first glance, so I'll just preface by mentioning that the end result of what I'm about to say is 100% praise, and the wall that follows is to put it all into perspective.

I haven't played this game since before the CR stuff went in, and I've put it off since I heard about it because I absolutely did not like the idea behind the mechanic. I've always been the type of person who most enjoys getting stuck into a game, immersing myself, and going very, very slowly, deliberately, and doing my best to cheat or circumvent the system in order to prolong my gameplay experience in every way possible. That might not make sense, but I'll put it this way- in Starsector, I really, really loved extremely long battles. A lot of times this meant getting the fastest ships and kiting around enemies that were way too big and tough, and that I shouldn't have normally been able to take on. Other times it meant investing everything in a fleet of the most durable and defensive ships possible with weapons that don't rely on ammo, and outlasting the enemies, often with the goal of defeating them in very long engagements where, as a result, I ended up winning without taking any hull or even armor damage. I'm the kind of person who doesn't use consumables in games where it's at all possible to win without them, even (especially) if it means extra grinding to make up or even far surpass the difference, which I greatly enjoy. I always go for unlimited attack methods and resources, even if it means they'd be far weaker than limited alternatives. My greatest joy in gaming is almost always the ability to play indefinitely without stopping, or with as few stops and extra steps of maintenance as possible. I hate item durability. I hate time limits. I hate escort quests where my success hinges on an uncontrollable factor that I can't grind to make up for.

As of this most recent update, I've finally tried the game again, fully expecting to be disappointed by all the new limiting factors both in combat and out.

I was very pleasantly surprised.

The CR system and the way supplies are required and used seems to work just exactly right. It's not even just that I don't mind them. I actually enjoy their inclusion in the game. It almost feels like some kind of rare balance has been struck, where those factors are implemented so smoothly with the gameplay that even I can't help but feel motivated by them, rather than bogged down.

CR drop during combat, especially after prior recent battles, and all that it entails, seems to only serve to make each new fight more tense. The handicaps and risks of rapidly dropping CR are gradual enough that it really just feels like a longer battle has all the more at stake, which is exhilarating. Suddenly, a grueling battle against already overwhelming odds (granted, I've only played as one or two frigates going up against bigger and deadlier forces so far) becomes all the more desperate when that CR timer ticks down and the alarm sounds.

It's difficult to describe, but if someone with my extreme preferences for non-limited gaming mechanics finds them compelling, then you guys must have done something very, very right, or at least are on the right track.

Also, The sound effects seem to have largely changed since the last time I played. I liked them fine before, but they're better by leaps and bounds now. Kudos all around.

Discussions / Re: FTL
« on: September 13, 2012, 05:04:32 PM »
Oh, what do we have here?

Yeah, FTL releases tomorrow, and I'm super excited to see how it goes.

I tossed $100 at the kickstarter for both this, and Star Command (the second kickstarter, for PC port), and I've been following them every step of the way.

I knew I wanted to support them from the moment I saw their first video presentations. What's not to love?

On a somewhat related note, I became horribly depressed when I found out that I missed the chance to support the Two Guys SpaceVenture ( I loved the Space Quest series dearly.

Oh well. At least it got funded without my help ;)

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