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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - majorfreak

Pages: [1] 2 3 ... 17
1
General Discussion / Re: question for Alex
« on: June 01, 2024, 08:17:08 AM »
I don't understand this. Just trying it real quick, I'm seeing the remaining ships' CR go *up* with every sale, as you'd expect it to given that their crew fraction goes up when another ship is removed from your fleet.

(More than likely you'd be better off just breaking the ships for supplies, anyway, but that's a separate question.)
sorry, i'll try and make a video that shows the bug. it's definitely a bug. hopefully it's related to a mod I installed. I'll try to replicate using vanilla at some point soon.

my remaining ships' CR goes *down* with every sale or every scuttle, when the fleet is undercrewed.

...and i'm not 100% positive, but i think when that happens and i get the option to 'repair' at station, my CR isn't repaired as well for the fleet. (not sure whether i'm interpreting something else though so don't quote me)

2
General Discussion / Re: When is Shield Shunt worth it?
« on: June 01, 2024, 08:13:57 AM »
Question for you ship build enthusiasts: which ships have you found to best employ Shield Shunt, and how much PD is needed to support running around without shields?
when i find i tap out (overheat) way too easily on a battleship I play myself. I don't trust the AI to know how to use it properly. Oh, and the combat endurance skill - when elite - repairs a good chunk of hull health during the battle.

3
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v1.92
« on: May 29, 2024, 07:19:03 PM »
I'm getting my ass kicked repeatedly by this carrier heavy fleet made up of almost all of this mods pirate ships. Is there any way to counter this via metagame or ingame strategies/tactics?

having some jackass AI spam the invulnerability button is getting tiresome as they just bully into my troops again and again...and the fighter spam. jeesus wept.

4
General Discussion / followup to footnote
« on: May 26, 2024, 10:58:19 PM »
i forgot to mention that i find the hassle of recovering and selling repaired ships, along with the crew buy low/sell high, is two things:
(1) double the profit of selling the mothballed straight out to blackmarks
(2) fun in the sense that it's a player driven storyline arc/mission

5
General Discussion / question for Alex
« on: May 26, 2024, 10:56:04 PM »
re: Selling recovered ships while undercrewed

Assuming you know that when you have a fleet that's fully repaired and crewed, then bring to station a bunch of damaged hulks you 'recover' from the battlefield - but don't have enough crew to man it to skeleton level - and you sell said hulks (after repairing them or not, preferably former since you do get more out of it than you put in...tariffs willing) the rest of your healthy fleet takes CR damage at each sale.

Assuming you do, what's your rationale/justification for such an event? I'd love to know your thinking behind that strange mechanic.

Personally, I assumed that if i am on a battlefield near a open market i could quickly recover the hulks, run to station, repair everything to get maximum credits on sale, thus avoiding a prolonged situation where my CR slowly drops because i am under crewed. I figured the hit while travelling to station would be lower than my profit margins.

But i was shocked at WHILE DOCKED i would incur a massive hit to my fleet's CR just by selling those ships individually.

--------------
note: obviously I've gotten the workaround down pat. when i plan on looting a battlefield i either just mothball the damn things and sell to a black market somewhere, or buy at least a thousand cheap crew just beforehand, sell the repaired ships after repairing them to an open/black market nearby, then sell the crew at some station's blackmarket that has a shortage of them quickly so to avoid too much salary/payroll issues.

6
Mods / Re: [0.9.1a] Dynamic Tariffs 1.0
« on: May 25, 2024, 03:40:18 PM »
While I think 0% for cooperative is going too far (why is there a black market then?) but I will definitely use it with more conservative values, 10% at best probably. Good work regardless, and thanks for making it mod friendly!
so what settings did you prefer? i was thinking maybe 40% for hostile pirates ('suspicious') and then minimum would be 15% (so that if you were also commissioned you'd get 5%)...and granular is false

7
Mods / Re: [0.95.1a] Logistics Notifications 1.4.4
« on: May 23, 2024, 01:13:31 AM »
1.4 changed it. You can turn on that old display in the settings if you want, but it is not as useful.
how exactly, i don't see any option in the settings.json

8
Mods / Re: [0.96a] Automated Commands
« on: May 21, 2024, 02:23:49 AM »
I've noticed the 'timid' command backfires and makes missile boats suicidal

i'm not sure what u mean by backfire .... the unit targets allies?
honestly the only units i use timid on are high speed frigates for point capture/unit distraction

can u provide a short video?
also, try to use a timid commander, see if the problem is with timid behavior in general or if its the hullmod
timid commanders work perfectly, and even a non-hullmod missile boat stays well back

9
Modding / vanilla hullmod not working
« on: May 20, 2024, 08:32:14 PM »
My high resolution sensor hullmod doesn't add to my sensor total


i'm guessing it's one of the obsolete mods I fiddled with the version number to get 'working'

{"enabledMods": [
  "$$$_trailermoments",
  "pantera_ANewLevel40",
  "advanced_gunnery_control_dbeaa06e",
  "anotherportraitpack",
  "automatedcommands",
  "carrierui",
  "chatter",
  "lw_console",
  "wyv_decolib",
  "DetailedCombatResults",
  "dynamictariffs",
  "fleetsizebydp",
  "gflportraitpack",
  "gflportraitpack2",
  "immersionFriendlyPortraitPack",
  "aerialcombatsuit",
  "jaa",
  "largerZoomOut",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "MagicLib",
  "Marvelous-Personas",
  "wyv_mirror",
  "MissileShipOverhaul",
  "missinghegemonyauxiliaryships",
  "missingshipscivilian",
  "missingsuperships",
  "missingmidlineships",
  "missingpatherships",
  "missingshipspirate",
  "officerExtension",
  "refitfilters",
  "tahlan",
  "timid_tmi",
  "TORCHSHIPS",
  "WEAPONARCS",
  "whichmod",
  "shaderLib",
  "Rouge_Redstar"
]}

10
wait...i thought this mod enabled your primary chosen weapon to fire automatically (aka "all weapons autofire")?

11
Mods / Re: [0.96a] Automated Commands
« on: May 20, 2024, 08:26:12 PM »
I've noticed the 'timid' command backfires and makes missile boats suicidal

12
can you install that after you reach the default level of 15?

13
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: May 11, 2024, 09:27:04 AM »
Thanks, Phobos. I also tweaked the missing pirates mod as suggested earlier in a previous post to fix a folder misplacement.

14
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: May 09, 2024, 05:14:55 PM »
oh jeez. the latest starsector doesn't allow me to enable these. The only reason I play this game has been the "Nagato" ever since i found out about this awesome ship.  And the Staple too. omg.

15
Bug Reports & Support / Re: activation key, where to find on computer
« on: September 17, 2023, 01:46:55 AM »
hey, Erick! any idea why Computer\HKEY_CURRENT_USER\SOFTWARE\JavaSoft\Prefs\com\fs\starfarer didn't show my code even though i was playing on this PC last year on the previous iteration?  oh, and i bought the game in 2016, will BMT even have records that old...and will they deal with someone who forgets which of his half dozen emails he used to purchased star sector?

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