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Messages - Ghoti

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46
Suggestions / Interrupting hostile fleets who are in combat
« on: August 14, 2016, 04:05:41 PM »
In this situation I'm hostile to both factions, and I have more than enough firepower to beat both factions...



but I can't attack them because they are attacking each other.

I know Alex has said he's not going to be implementing 3 way combat, so I have a (somewhat complicated, but i think reasonable) solution to this. Give the player the option to interrupt the enemy fleets in combat, then the both fleets get to make a choice:



... or you can be a little more nuanced and give the player the option to interrupt both, or go after just either one, which looks like this:



This feature is also important because of bounty hunting. If I am after a bounty and another fleets gets to my target first, this allows me to chase them off. It also creates a situation where disputes between neutral or hostile factions crop up over a target. ("That's MY bounty!!!")

Personally I think it would be better to let 3 way or even 4 way fights happen, but if the game isn't amiable to it, or if you figure it would be too much of a mess, then, meh. Here's an alternative.

47
General Discussion / Re: Ships now break apart!
« on: August 04, 2016, 02:06:12 PM »
go all out and don't care about overkills? take a balanced approach and/or try to decide for yourselves based on risk? be as careful as possible, even if it means taking unnecessary damage yourself? and if it's the later, at which point does "unnecessary damage" become too risky for an allied ship that's already close to death itself? sacrificing a Lasher for a chance to get a Hyperion would likely be a no-brainer, but sacricing a Hyperion for a chance to get a Lasher would be the opposite.

To be honest, this is something I find I need in the game now, even without boarding mechanics. Some of the most frustrating experiences I've had with starsector is ship AI's being overly cautious around a time sensitive target. Like a carrier. Carriers in particular, actually.

We already have a way to say "Avoid this one" but we also need "Oh god please attack this now or we're all going to die".

48
Are the Chinook tankers supposed to cruise at 200? I caught a DA supply fleet and sent in a lasher to kill off the remaining tankers, and using their flicker core ship system they outran me. Now I admit, I didn't send in a wolf with augmented engines to tackle them, but I didn't think I needed to. They are super fast tankers.

49
Bug Reports & Support / Re: [0.7.1a] Bounty postings not paying out?
« on: December 12, 2015, 12:10:50 PM »
Uh wow. You know I've canceled a few games because I thought it was bugged. Maybe put something in the bounties section after you've killed a bounty, in the intel screen, saying "Claim the reward at the nearest comm relay" ?

Well that's embarrassing  :-[

50
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 12, 2015, 11:07:13 AM »
Is the scaleron blaster meant to be so good? It's the best medium energy assault weapon in my game right now. It's currently 610 flux per shot, even at 1220 it's still an amazing weapon (which is what I have it set to right now... maybe should be more?)

51
Mods / Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« on: December 12, 2015, 11:03:29 AM »
I am surprised you nerfed the micro missiles. The flux cost for firing them was a little too high, yah, glad that's fixed. Swarmer SRM's and Salamanders seem to be better options at this point.

I was a little sketchy about using them before. Doesn't seem worth it now. Salamanders are much better at the job,

52
Bug Reports & Support / Re: [0.7.1a] Bounty postings not paying out?
« on: December 12, 2015, 10:42:04 AM »
OK. I'm at Penelope's Star. I am on a Hegemony commission. I am using 3 mods (plus support), black rock, diable, and mayorate.

There are three bounties in the system. Two from Hegemony, one from tri-tachyon.

In the first engagement you'll fight a bounty from hegemony and tri-tachyon at the same time. You won't get a payment from hegemony, there will be a line in the logs saying "paying out bounty".

The second bounty is located elsewhere, you won't get paid for that one either.

This download has the mods I was using at the time and the save file. https://www.dropbox.com/s/0lqp07078gjs90n/noBounties.7z?dl=1

Quote
1004564 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.SystemBountyEvent  - Paying commission bounty of 5100 from [Hegemony]
1004566 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent  - Not paying bounty, but improving rep with faction [Tri-Tachyon]
1004567 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent  - Paying bounty of 40000 from faction [Hegemony]

53
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« on: December 11, 2015, 02:14:51 PM »
I know where you're coming from lilstrip. Mod is super super cool and the ships are goregous, you want to play them but they don't fit!

but it's also important to respect what a mod is. In neutrino corp's case it's upfront about it.

quoteth the mod_info.json
Quote
{
  "id":"Neutrino", # internal id
   "name":"Neutrino Corporation", # displayed to the player
   "author":"Flashfrozen and Deathfly",   
   "version":"1.82",
   "description":"25 neutrino ships, and 2 bombers with 6 fighters and 34 unique weapons",
   "gameVersion":"0.7.1a",
   "modPlugin":"data.scripts.NCModPlugin",
#     "m_isVanillaBalanced":"false",
#     "m_isCompilation":"false",   
#      "m_incompatibleWith":"Collection, UomozCorvus",
   "jars": ["jars/NeutrinoJAR.jar"]
}

54
Mods / Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
« on: December 11, 2015, 01:50:39 PM »
what happened to the PPC?

IR Laser   PPC
fps152143
dps152214
range500500
op56


it didn't use to be like that, right?

55
Bug Reports & Support / Re: [0.7.1a] Bounty postings not paying out?
« on: December 11, 2015, 01:27:14 PM »
K. I'll try to get you a save of RC5 where it happens.

56
Mods / Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« on: December 11, 2015, 10:26:30 AM »
I think a slight issue here is that some diable weapons arn't to the same scale as vanilla, so using vanilla weapons throws the aesthetic of some of the ships out of wack. That's an unfortunate pileup issues of the design I think. The ships have close close weapon mounts for smaller weapons, so you cant make the weapons larger without adjusting the weapon mounts, which breaks the ship graphics.

Oh well, it's not a very big issue I guess.

57
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 11, 2015, 10:24:27 AM »
Quote
On a different note, anyone tried the Morpheus yet?

it is the most anime thing about BRDY.

and that's saying something.

58
Bug Reports & Support / Re: [0.7.1a] Bounty postings not paying out?
« on: December 10, 2015, 11:03:45 PM »
was this fix RC5? I'm missing payouts as well.

59
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« on: December 08, 2015, 02:55:08 PM »
I'm noticing in the vanilla campaign with neutrino corp that the start of the game has much higher supply prices.

I'm not really sure why that is, but it might be due to the solar farm being a trade center, which has some effect on local commodities and their estimated utility(?).

all I know is I'm seeing some pretty wild econ swings with neutrino corp.

60
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« on: December 07, 2015, 05:50:15 PM »
can confirm what beep_boop said, hit the same thing.

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