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Messages - Terethall

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16
(and salvaged fleets built wide on destroyers would be more viable)
These fleets are actually surprisingly good when combined with d-mods, reinforced bulkheads, and industry skills, and used to prey on opponents with good ships but low numbers. It's a very fun way to play, except that outfitting thirty different destroyers on salvaged weapons is a huge timesink.

For the Shrike: I don't think it's terrible but the (P) version is better, which shouldn't be the case.
I shudder to think how you must feel about the Falcon (P) in that case. I think it's fine if sometimes the pirates luck into legit improvements.

17
Suggestions / Re: Combat readiness should be changed
« on: July 07, 2020, 06:29:41 PM »
1-If I retreat my ship right as it starts to have CR drain, I will have less manpower on the field, and my other ships CR will drain even faster, and will get overrun faster.

That's not how it works. Retreating any given ship has no impact on the CR or remaining peak performance time of any other ships, allied or enemy.

Also another thing is that I should be able to retreat without completely eliminating my enemy while having a large fleet myself.

Yes, you can do this. Just retreat all your ships at any point; you don't have to eliminate the enemy to retreat.

2-Even still my enemy should of had a reduction in CR even more then I did, but when my ships were failing they were at like 60%

Your first post makes it sound like you learned some modspecs, but maybe never actually installed them on your ship. In the refit screen, do your ships say they have the Solar Shielding mod? If not, then there's no reason why the enemy would have had lower CR than yours. If they were running Hardened Subsystems, and your fleet isn't, they should have more CR than you did. Especially if you had been in a corona for a while before the fight, which drains CR very quickly.

3-That is essentially what I said, minus the combat stresses to the ship. What would that be?

There are lots of non-morale, non-damage things that the crew needs to do on a ship, which they can't do during combat. CR is partly the morale (in that morale goes down with extended fighting) but mostly the time it takes to keep the ship running at tip-top shape. Maintaining a ship costs supplies AND time. It takes time for the crew to reload the missile bays, scrub the fighter manufactory, eat a meal, recalibrate the ballistic targeting solution processor, de-irradiate the sensor array, replace spent fuel cores, QC the beam emitter fusion crystals for signs of harmonic phase degradation, re-magnetize the shield generator, de-polarize the flux vents, reboot the flux capacitors to check for stress fractures, etc. etc. They can't do this during combat, and it takes a little while to get to all these tasks. CR represents whether the crew has had out-of-combat downtime to get to these tasks. If they haven't, because they are stuck in combat, or because they are in hazardous terrain like a star corona, malfunctions start to happen. There's not really a morale mechanic in Starsector at all, much to the consternation of some of us.

4-I did not know of that. I have some doubts about that, but I don't think you'd lie.

Megas comes to these forums mainly to lie to newbies; it's great fun for us all to watch. :)

18
I feel like some ships being worse but easier to find and purchase adds a level of verisimilitude. In real life, some cars are just worse than other cars. Some boats are worse than other boats. But since they aren't 100% useless, they are cheap, accessible alternatives. I get more upset about a handful of OP ships because I feel like my endgame fleet always has the same composition if I follow the game's incentives. I'd rather have a few clunkers that only see action early game, plus a big level field of good but not OP ships for late game, than a big level field of good ships plus five standouts that will eventually be the only ships I use.

19
Modding / Re: [0.9.1a] SSMS Controller
« on: July 03, 2020, 06:27:37 PM »
Thank you, that fixed it. I'm configuring it now; liking it as I test it out, but running into some questions:

1. It won't accept "-Z Axis" or any non-numerical value as the input for firing a weapon -- I suspect I would not be alone among many players in thinking the right-hand trigger button on a standard "Xbox for Windows" controller is the appropriate place for the "fire weapons" input.
2. There doesn't seem to be a strafing axis or any kind of input -- am I just missing it? It seems impossible to strafe at all with the controller, even though there's a perfectly good X Axis .
3. Y Axis inversion for Acceleration seems to do nothing. Pulling down on the left stick, which is to say providing a negative Y axis input, regardless of whether the Acceleration Inversion setting is true or false, always provides forward acceleration to the ship, when the Y Axis is used as the Acceleration input.

My feedback is that in general it's pretty good, I just wish I could strafe (or "sideways accelerate") on the X Axis and use a non-inverted Y Axis for forward/backward acceleration. There are a few button-only options I wish I could map to axes. It might be a good idea to pre-map for the most common controller layouts (Xbox for Windows, and DualShock... if there is a USB Dualshock???) and let users just pick from those configurations, as otherwise there's a bit of a steep learning curve. Once I get a mapping worked out that makes sense to me, I'll post it here along with a basic guide to get the mod working and setting it up, for anyone else that might benefit. But without being able to figure out a way to strafe, de-invert the Y axis for acceleration, and fire on the Z axis I'm going to keep using the keyboard for the moment.

I think I recall seeing a thread a long time ago where people responded to the idea of controller support with a mixture of disgust/anger/fear/heresy/etc. and I have to say, actually it works really well, and it's clear a lot of work went in under the hood here to get things to work (AI control of omni-shield direction is nice). Phase 2 design would include controls for the battle map, Phase 3 for the campaign, but controlling an individual ship actually feels quite nice, with the above caveats.

20
Suggestions / Re: Ships avoid overlapping collision radii
« on: July 03, 2020, 03:36:51 PM »
Or more rarely, but still too often, your ships decide to play dodgems with their shields in the middle (or even start) of combat.
By more rarely, do you mean at the start of any deployment with more than 10 ships? I honestly can't remember the last time two of my ships didn't bump into each other during the burn-in. It (usually) doesn't cause any significant damage, but it sure makes them look like incompetent pilots.

21
I find it's less about the wings I use and more about how I fit them to my carriers. Bombers on Astrals, Fighters/Interceptors on Drovers (I prefer sparks), Thunders if using slow carriers like the Mora, nothing on Condors which go straight into the garbage. I like bombers with tracking missiles; I find Kopeshes, Perditions, and Cobras miss too easily. I like non-bombers only if they are crazy fast and dominate other fighters/frigates to keep my bombers (and fleet) protected, so I tend to go with interceptors rather than heavy fighters, which feel like a waste to me.

22
Modding / Re: [0.9.1a] SSMS Controller
« on: July 02, 2020, 03:56:50 PM »
When I use this mod, pressing tab to toggle from the tactical map to the regular battle screen and vice versa causes a fatal error with the message "Fatal: null Check starsector.log for more info." The log message that I think is relevant is below:

Spoiler
48050 [Thread-4] INFO  ssms.qol.ModPlugin  - CombatPlugin_Init
48244 [Thread-4] INFO  ssms.qol.ModPlugin  - loading settings
48311 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - Found controller: Controller (XBOX 360 For Windows)
48311 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with axis: Y Axis
48311 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with axis: X Axis
48311 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with axis: Y Rotation
48311 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with axis: X Rotation
48311 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with axis: Z Axis
48311 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 0
48311 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 1
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 2
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 3
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 4
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 5
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 6
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 7
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 8
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 9
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - Found controller: HID-compliant consumer control device
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 0
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Consumer Control
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Numeric Key Pad
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 3
48312 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 4
48313 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 5
48313 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 6
48313 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 7
48313 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 8
48313 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 9
48313 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 10
48313 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 11
48313 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 12
48313 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 13
48313 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 14
48314 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 15
48314 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 16
48314 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 17
48314 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 18
48314 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 19
48314 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 20
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 21
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 22
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 23
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 24
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 25
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 26
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 27
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 28
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 29
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: Button 30
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - Found controller: HID-compliant system controller
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: System Power
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: System Sleep
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - with button: System Wake Up
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - Found controller: Gaming Mouse
48315 [Thread-4] INFO  ssms.controller.SSMSControllerModPlugin  - Found controller: 2.4G Mouse
52437 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
52437 [Thread-4] INFO  ssms.qol.ModPlugin  - CombatPlugin_Init
52505 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [chatterConfig.json]
52506 [Thread-4] INFO  ssms.qol.ModPlugin  - loading settings
54980 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at ssms.controller.EveryFrameCombatPlugin_Controller$PlayerShipCache.createSteeringController(EveryFrameCombatPlugin_Controller.java:131)
   at ssms.controller.EveryFrameCombatPlugin_Controller$PlayerShipCache.setShip(EveryFrameCombatPlugin_Controller.java:101)
   at ssms.controller.EveryFrameCombatPlugin_Controller.processInputPreCoreControls(EveryFrameCombatPlugin_Controller.java:328)
   at com.fs.starfarer.combat.oOOO.B.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

This happens when I'm only running this mod and its listed dependencies. It happens even in combat missions -- reproduction steps are enable the mod and its dependencies only, start Starsector, click missions, start any mission, deploy all ships, press tab.

23
Modding / Re: [0.9.1a] SSMS QoL
« on: June 30, 2020, 04:46:49 PM »
  • Automatically drop surplus into cargo pods after looting.
You should consider advertising this functionality of the mod more. To my knowledge no one else is doing this, and this is one of the biggest no-brainer QoL changes possible to the game.

24
Modding / Re: [0.9.1a] SSMS Controller
« on: June 30, 2020, 08:10:33 AM »
Will try this out tonight. I can already predict that it needs more autoaim so the mouse+keyboard crowd can complain about the controller crowd and vice versa.

Out of curiosity, what does "supports broadsides" mean? Like, you can lock on to an enemy ship in a non-frontal manner or something?

25
Fan Media & Fiction / Re: The Lore Corner
« on: June 27, 2020, 12:21:59 AM »
Plus if you are not the Hegemony, you can use an AI core to help you plan the fixing of Mairaath to at least a less hellish place.

Cores are banned in the Persean League as well.

26
Suggestions / Re: Markets Changes
« on: June 25, 2020, 11:19:46 AM »
It's really unrealistic for any government to make trade completely unprofitable by taxes. This just ensures ALL trade to happen on the black market, drasticly reducing the total tax income.
If a modern country would take ~3% taxes on every transaction without refund rules, this would be more income than all other currently used tax sources summed up.
I always assumed the 30% tariff was inter-faction only. E.g. the Hegemony chooses to engage in protectionist trade policies that benefit their own businesses so that the cheap-labor combines on Kazeron can't undercut their markets. And the only way to fight tariffs is with tariffs of your own; matching tariffs is a pretty common strategy. And tariffs of 30% are not unheard-of, historically, in the real world.

27
Fan Media & Fiction / Re: The Lore Corner
« on: June 24, 2020, 05:10:11 PM »
Why are there so many failed terraforming projects that have completely stopped, when minor effort could make them viable again?
...
Or is that just a gameplay/story segregation thing and it's considered much more expensive to build reflectors/shields/shipping infrastructure than capships?
I think 1, it's more story conceit and that the massive fleets and oodles of credits the player can acquire, and the relative ease of creating size 8 colonies in just a decade or two of game time, are not really reflective of the lore -- the player is a superman.

But also, 2, why is the entire human civilization in 2020 paralyzed and unable to do anything about the changing global climate and other ecological problems, when (relatively) minor effort could solve them (regardless of your stance on their cause; geoengineering is eminently possible, if risky)? The answer is that everyone has their own different preferred solution, people refuse to compromise, and it's a coordination problem where each individual person/city/country/corporation is better off doing nothing and waiting for someone else to try to solve it, rather than working together selflessly and with compromise. And there's always the possibility with any given solution that you fail or somehow make things worse. Maybe there's a big debate in Mairaathi scientific circles around how many shades need to be pulled in, whether to repair and reuse the existing ones or try to build new ones, and how to coordinate which regions should be shaded and which shouldn't, meanwhile there is political debate about who controls the shades, who pays for them, etc., and so in the meantime, nothing gets done because humans suck at solving this kind of problem naturally.

28
General Discussion / Re: Tactical laser vs PD laser
« on: June 24, 2020, 04:57:15 PM »
Other than Odyssey and Conquest, are there other broadside ships?

29
Suggestions / Re: Markets Changes
« on: June 24, 2020, 01:38:34 AM »
1: Please please let us build Hydroponics on worlds unsuitable for Farming/Aquaculture as many players are asking to!
7: Systems with Asteroid belts increase Refining and Heavy Industry income by 10%. Systems with Nebulae increase Light Industry and Fuel Production income by 10%.
8: The other change many players are asking for: Tariff reduction (and increase) based on commission and reputation.
Colonies are already way too good and don't need income buffs, even if tiny, and tariffs absolutely should not go down. Always people complain about the tariffs being so high. I don't understand it. Sindria is killing us with unfair trade deals. Billions and billions every year. (Legitimately -- trade needs to be unprofitable if it doesn't risk combat.)

2: (Rounded down for both) Heavy industry needs Planetsize/2 Organics and Light Industry needs Planetsize/2 Metals.
3: Every four industrial/productions units (not cargo units, that would be silly) of total black market change (purchased+sold) leads to -1 stability.
4: Option to permit/forbid planets from buying from their own black markets to meet demands if legal trade and production are not sufficient.
5: Not being Free Port reduce Pather success change by 10%.
How would this impact the gameplay experience, lead the player into combat, or result in more interesting player choices?

6: Planets with disrupted Spaceports can't offer Procurement Misssions, sorry!
Yes. The ol' "Donn raid and trade" is way too safe and profitable of a strategy right now.

30
General Discussion / Re: Tactical laser vs PD laser
« on: June 23, 2020, 02:59:45 PM »
I can see it helping out if you run some kind of dedicated PD boat to help out against fighter/bomber/missile spam. But I've always preferred to just bring interceptors and gain air superiority if I need to worry about enemy fighters/bombers. I often leave small energy slots empty because I can't afford the OP, which I like to spend on fighters, offense, and shields. I guess more generally I don't see much point to PD, since shields stop missiles and ALSO stop ballistics and energy, unlike PD. Interceptors also stop both missiles and enemy fighters and frigates efficiently. And offense is necessary to end the battle. So once I've maxxed out my spark/thunder/xyphos wings, grabbed hardened shields and maxxed caps (along with front shield conversion, which you can't convince me isn't mandatory on every omni-shield ship), and slapped on enough long-range medium and large weapons (with vents) to bring killing power, I don't have anything left for the small mounts, filling which (as Hiruma Kai noted) would cost a minimum of 48 OP (68 with IPDAI) on an Odyssey.

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