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February 19, 2019, 08:28:14 PM *
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News: Starsector 0.9a is out! (11/16/18); In-dev patch notes for 0.9.1a (01/31/19)
 
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 1 
 on: Today at 08:24:30 PM 
Started by Al_Ka_Pwn - Last post by Troika
Boarding an actively manuevering ship is silly, mostly because all the helmsman has to do is suddenly fire the manuevering thrusters and your shuttle full of marines splats against the hull instead of connecting carefully to the airlock.

 2 
 on: Today at 08:12:32 PM 
Started by Troika - Last post by Troika
I mean, clearly they can do it. Heck, even beta cores can clearly do it.

 3 
 on: Today at 08:06:06 PM 
Started by Alex - Last post by Alex
This topic has been moved to Suggestions.

http://fractalsoftworks.com/forum/index.php?topic=15109.0

 4 
 on: Today at 08:05:59 PM 
Started by Zelnik - Last post by Alex
I mean run in the "attempt to disengage" sense, if your fleet is small enough that that's an option. (Let me move this to suggestions, btw, since we're not really looking at a bug here.)

 5 
 on: Today at 08:03:21 PM 
Started by Zelnik - Last post by Zelnik
run where? The 'raid' takes up the whole screen, and generally speaking they are so huge that it's like doing a square dance in a mine field!

 6 
 on: Today at 07:13:31 PM 
Started by Megas - Last post by Megas
I get Fleet Logistics (3 is great for combat), but I cannot get Navigation without giving up some other skill I want just as badly or more, usually Officer Management or another combat skill I want.  I could give up colony skills, but I like ruling a multi-colony empire and the only ways to do that are either skills or alpha cores, and most games, I do not find enough alpha cores.  (I do not want to rely on the freebie from the tech cache in case Alex adds a real penalty in a future release.)

Without Navigation, I need four tugs instead of two to get burn 20 with a big fleet that includes some burn 8 capitals and cruisers, and my fuel range with big ships is not much (no Navigation bonuses kind of hurt), and I want big ships if I want to survive tougher fights like Remnants, Pather-infested systems, or the rare 300+ pirate ship pileup.  At the very least, I want enough peak performance to last the whole fight, and only bigger ships have enough.  I suppose with colony skills, the main benefit is more pop-up colonies at well-placed locations to dock at and refuel.  (In practice, extra colonies get dedicated to tech mine planets dry.)  In my first game, I built a string of pop-up colonies as a logistics train to mitigate some inefficiency.

For civilians, since they almost never see combat after early game, all they get are two campaign mods, plus token weapons to auto-resolve fights with.  Usually Efficiency Overhaul (if available, otherwise extra fuel/cargo) and one among Surveying Equipment, Militarized Subsystems, or Augmented Engines.

(Assumes Loadout Design 3.)  For slow battleships, it is possible to have both Efficiency Overhaul and Augmented Engines, and still have something decent (unless player really needs to min-max combat stats for a difficult feat).  Conquest can deal with one mod, maybe two with some sacrifice.  Odyssey is OP starved and has trouble fitting one.

@ Plantissue: I disagree with your point, but I will not argue about it.

 7 
 on: Today at 07:07:22 PM 
Started by Zelnik - Last post by Alex
I've toned these down and generally changed how it works for the .1 release, yeah. It's a bit much to get hit with these fairly randomly (since it's probably just a raid on its way somewhere). You can always run, though, and I would suggest it in this case Smiley

 8 
 on: Today at 06:29:40 PM 
Started by Alex - Last post by Megas
Re: Officers...
Just knock them (the officers) out for a few days or when player docks at a market.  Kind of like Adama (in original BSG) getting moved to medical after a Cylon or two rams the Galactica and damage the bridge (and set fires to cut off the rec room where Boomer, Athena, Boxy, and Muffit are).  Or games where characters get knocked-out instead of killed when they hit 0 hp until they get healing after combat.

 9 
 on: Today at 06:02:54 PM 
Started by Zelnik - Last post by Zelnik
So I was on my way to my home system when a positively GIGANTIC number of pirate ships just spawned in front of me, like, 20 armadas. they all jump me, and now I am counting 30 ships or more in each battle against my fleet, where I get a lowly 200 fleet points to defend myself... Generally speaking, I don't see this as winnable, what gives?!

 10 
 on: Today at 05:44:23 PM 
Started by Surge - Last post by Morathar
Just to be clear - Unknown Skies doesn't have any custom cryovolcanic planets and is NOT causing this specific issue. I'm just saying that the root problem appears to be identical and since Tartiflette already has a workaround, that workaround could theoretically be applied to this issue too once the source mod is identified. Plus, if there is some sort of problem with certain planet categories and sector generation, then it's probably something Alex should know about.

With that being said, I just glanced at Kadur and it doesn't even have a custom planet_gen_data.csv file, so I'm pretty confident it isn't causing this problem either...  

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