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Starsector 0.98a is out! (03/27/25)

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Messages - FeudalWulf

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1
Mods / Re: [0.97.XX] Battlefleets of the Gothic Sector (Space Dwerfs!)
« on: August 29, 2024, 03:27:47 PM »
Cool mod, I like broadsides, shame the AI has absolutely no idea how to use Imperium ships, they will literally sit and hide behind you every fight watching you get beamed by the entire enemy fleet. Sometimes they'll wiggle back and forth at the target I ordered them to fight, missing every salvo. Rage inducing, happened LITERALLY every single fight. The most useful the AI can be is getting in the way of every Nova cannon shot, just the worst. I'm sure this is a Starsector issue and nothing to do with the mod, very sad.

2
General Discussion / Story bug, don't know how to fix it
« on: April 13, 2021, 05:15:00 PM »
Contains some story spoilers:
Spoiler
https://imgur.com/a/8QaXi05

As you can tell from the screenshot, only my fleet is anywhere near the gate. My only guess is that maybe because this system is my colony it's not registering something right? Devmode doesn't fix it either, I could upload the save(?) but my game has so many little mods in it might be a bit annoying to test. Very low chance the mods are breaking anything, mostly just QOL things. And other gates work.
[close]

edit: just after posting I remember this should probably go the bug forum. Don't think I can delete it sorry.

2nd edit: I finally figured out how to edit the save file. Because it took me around 3 hours of snooping to figure out (somehow, I guess I forgot to create a new save after I had activated the gates?), I'll post it here under spoilers.

Spoiler
Best if you use devmode for finding the ID of the gate, "dump memory", $id= {####}
Go into the savefile, control f for that ID, it'll look like this: <j0>{"f6":90,"f0":"Inactive Gate","f3":"inactive_gate","f2":[255,201,161,255],"f4":"2101"}</j0>    As you can see, "f4" is the ID of the gate. Simply change the "Inactive Gate" and "inactive_gate" to "Active gate" and "active_gate"

Below that, make it look like this:
<e>
<st>$gateScanned</st>
<bp>true</bp>
</e>

Below that, best if you change the gate texture to active:sn="graphics/illustrations/active_gate.jpg"

Below that, it'll say "GateEntityPlugin", change the aI="false" to aI="true" (idk what this actually does but other active gates had this)

Currently, you will be able to warp with the gate but not actually warp back to that gate. Below will actually add the gate to the warp map.

Back up to where you changed the Inactive Gate to Active Gate, find <e cl="CCEnt" ref="(random amount of numbers)"></e> This is another ID for the gate, copy the numbers inside of the ref.

Search "gateData", and place that gate ID into there. Just follow the other entries there as reference.
[close]

3
General Discussion / Re: Is high payout bounty just not viable?
« on: April 13, 2021, 04:53:34 PM »
The best reason to have a colony, IMO, is to have access to production. So you can just queue up orders and crank out replacements on demand instead of having to hunt around the core worlds for the ships you're looking for.

BTW the bar event with someone selling production slots? Needs to be more common. A lot more common.

The second best reason is because it gives you the income to sustain such a fleet. And if I'm already running multiple colonies that pay off my fleet and make 100k+ then why even bounty hunt? The only reason is to improve faction relations but even then there's easier missions to do. Or... just download the console command mod and just increase relations as a stopgap for there being zero diplomacy still.

4
General Discussion / Is high payout bounty just not viable?
« on: April 11, 2021, 08:49:39 PM »
I seriously feel I need to start colonies with heavy industry making me a full fleet just to have a chance to fight a 200k+ bounty target. Below that, the fleets are smaller with more D-mods and worse officers, but as soon as I try anything 200k+ it's like trying to fight [REDACTED] for the first time all over again.

It doesn't even seem profitable, you're virtually guaranteed to take losses. Even if you don't you're spending that 200k income on resupplying and building that fleet in the first place. I lose 70k a month with a fleet that's not even good enough to beat the target. Do I just suck or are bounties just not worthwhile by the time you can buy an Atlas and make millions on the drug trade? They seem to have a wild difficulty curve that the payout doesn't scale with.

5
I've read around a bit, are you planning on adding the rest of the blueprint later? I got an Archean phase-tech blueprint with nothing on it, wondering if it's either a bug or something not yet added.

6
General Discussion / Are command-able fleets planned?
« on: December 06, 2018, 06:37:08 PM »
I just hate it being across the Sector on a great expedition to find the Lost Blueprints when I decide to look at my colony.

Everytime, Pathers are blowing up my battlestations and docks. It's a bit ridiculous, I can manufacture this big station, I can manufacture loads of fleets, I have all these skilled subordinates and administrators and large patrol fleets yet I can't tell a single one of them to go blow up a Pather base, or go raid my enemies. The other factions of the Sector can do just that, I think it's time I can do that too.

Here's how you balance it, make it expensive. That way there's more things to blow your money on, and even if you make it only $100k to go raid a Pather/Raider base, you're going to be doing that every 3 seconds. Don't have to drop the ball on the economy as hard when you make assembling your own fleets expensive. That's how you fix this economy system in the current game, keep the mass amounts of money coming in and make you spend that money on all sorts of things, or don't spend your money and let your colonies get Pather-AIDs. A trade off! Keep your money now or make more in the future!

A bonus to assembling fleets is that now you can have multi-fleet warfare! No longer are the days where you kite enemy fleets from their battlestations! Now you take the fight directly to them with your own fleets!

I mostly want this because I'm busy scanning the whole Sector to find these blueprints that elude me harder than the secret to killing [REDACTED] stations. I don't have time or patience to babysit my colonies, the only reason I can even remotely deal with it is by spamming console commands so I can just wipe out the stations quickly and get back to scanning for more blueprints. I have $41 million and make a million a month I shouldn't have to go do these trivialities, I'm basically the Emperor of Man from the Sector's perceptive. Who else can beat 4 Persean fleets with a single fleet and no other help? The Emperor. Who gets Pather-AIDs? The Emperor, apparently.




Not only that, but Pather-AIDs can spread from across the Sector. My colonies are in the corner of the map, and the Pather base giving them AIDs was by the Core Worlds. It was literally half a Sector away, that needs to calm down. I find it nice that I can blow up one station and that's usually the end to all my problems, but still a bit annoying trying to find it. (without using the exploit)

7
Bug Reports & Support / Re: I need serious Windows Defender help
« on: December 06, 2018, 02:29:31 PM »
Well I tried deleting this post before because I posted it and went off searching again.

I found the solution, it was basically going into the registry and make it not function at all. Link: http://slashgenie.com/permanently-disable-windows-defender-in-windows-10/

To "borgrel", I didn't install it, it's just the antivirus that comes with the system. You can't install Windows without also installing Windows Defender. I also don't think I should completely remove my firewall, as my firewall has never given me trouble in anyway. I don't think you can just uninstall Windows Defender anyways, I can't even end the task in task manager I highly doubt I can uninstall it.

PS: I realize it's not really the registry, it just looks similar.

8
Bug Reports & Support / I need serious Windows Defender help
« on: December 05, 2018, 07:19:57 PM »
Spoiler
I realize full and well this is not at all Starsector related, but this is the technical forum and I don't want to make a Windows account. More reasons below.
[close]

So Windows Defender is so good at making my computer chug that I can't even play Starsector at above 30fps. Yes, I've already turned off Windows Defender from the settings, I'm not a child I can figure out which no-no-site to go to that won't give me computer AIDs, I don't need Windows Defender making my PC chug.

I have an old AMD fx8350, so obviously when I say that Windows Defender is taking up only 15% of my total CPU that means it's taking up an entire core to itself, and it's probably sharing that core with Starsector which is a massive issue when I try playing the game. I've tried swapping CPU affinities but that doesn't work, just like trying to remove this pile of garbage software Windows has so kindly put on my PC.

If anybody can please explain to me how to crucify this heretic please tell me how, I've searched other proper Windows forums but all they say is to turn it off from the settings I already have it disabled from. I really don't want to make a Microsoft account just to have them all tell me to do the same exact thing.


To give you an example of how aggressive this thing is, it takes downloading Starsector 10 minutes, which is 10 minutes longer than the actual download takes because it wants to scan through the whole thing. As well, whenever any disk activity happens, I see Windows Defender chugging away. "Want to go into a battle? Please take this 30fps for no reason."

I'm about to just make Linux my main system because this is braindead at best. I'm pretty sure this is also why Rainbow Six Siege doesn't work, because Windows Defender just wants to keep chugging away, and Siege is a VERY iffy game with it's server connections.

9
Mods / Re: [0.9a] Legacy of Arkgneisis 1.1.1
« on: December 04, 2018, 10:18:28 PM »
Completely off topic from what all you are talking about, I'm just wondering if there are blueprints added to this mod. I don't know if blueprints are required or not for the game to function or if the game auto generates them, I say this because I've scanned plundered and tech-mined half the sector and still havent found my beloved medium sized sabot pods, i wonder if they even have a BP. Infact I've stopped finding BPs altogether in the past few days of playing this and I know I'm missing quite a few different things.

I'm just overall confused. Mostly just wondering if i can manufacture the weapons in this mod.

10
General Discussion / Re: How To Assault A Large Starbase?
« on: December 02, 2018, 02:09:12 PM »
Just swamp the station with heavies and lots of support. I personally use a fleet of Lashers Dominators Herons and a Legion. Although for station assaults, I leave the Lashers out of it and just send in the rest. If you get the loadouts right with enough [REDACTED] LCPs (Sparks are great at everything) then you can pretty effectively kill off Stations without any problem.

When you go to attack the station, if it's a low-tech station setting the station to "Engage" from the tactics menu works well, because your fleet will try to stay away from the big wall of guns. I'd assume the other two types of station would work just as well on Engage or Eliminate, but if it's on Eliminate I'd start to worry about those weak carriers (as in my Herons, they'd probably try to rush it for some reason)

If you're attacking the station and there's an enemy fleet, just set the station to "Avoid." I've killed whole Pather fleets + tier 3 low-tech station, and not lost a single Lasher or anything else by doing that, so I'd assume it'd work every other time.

11
General Discussion / Re: A difficult time with the [REDACTED] stuff.
« on: November 30, 2018, 11:26:29 PM »
So I've been toying with strats to try and beat things, currently figuring out that capitals are garbage unless it's the Conquest vs many small boys. I want to figure out the best LCP though.

Currently I'm just spamming Sparks with half as many Korpesh wings doing the actual killing, I see why Korpesh wings are useful and the one Reaper torp LCP I have is garbage, more missiles=more things actually hitting and killing. I can't tell if Sparks are garbage or not, sometimes they don't do me anything sometimes they seem to win the whole thing. Your opinion?

Let me modify this after about 10 minutes: I don't know how to stop my ships from suiciding. Constantly my heron's or dominators will just charge, straight into a horde, and get completely surrounded and die. It happens constantly, I can't have my Heron's escort the Legion, because then the Legion feels like burning straight into combat too. Do I really just need to load up each and every one of my boats with a cautious commander?

Wolfs are also completely useless against [REDACTED], I'm trying Lashers now. Generally I feel that the [REDACTED] can send a lot more boats than I can.

12
General Discussion / Re: A difficult time with the [REDACTED] stuff.
« on: November 29, 2018, 04:34:54 PM »
Heavy Burst Laser, Plasma Cannon, 2x Hyper Velocity Driver, 1 Harpoon MRM, and a hanger of interceptor drones. Those interceptor drones are probably the reason why my own remnant drones get nowhere, because there's at least 10 of these ships, and so they have a lot of squads of drones.

The ship above is called the Brilliant-class cruiser. They mostly swarm my boats and take us out one by one in squads of five, so there's two squads they generally clump into. They also like to flank us really well because they have so many cruisers to punch through my line.

They also have a capital ship, 5x Tachyon Lasers and 10x PD lasers. The rest of their ships are just small little boys that I can't kill either because they run away too fast.

Basically I get swarmed. Idk what my wolf frigates are doing, I guess they're just garbage ships. My dominators just get flooded with those cruisers. I can only think to just make more dominators and throw more at them.

BTW I didn't say this before, I only managed to kill one of their ships before all mine died. Like, this battle I have goes immensely poorly for me.

13
General Discussion / A difficult time with the [REDACTED] stuff.
« on: November 29, 2018, 04:06:23 PM »
I think [REDACTED] is [REDACTED] because they're spoilers? I think putting it in one of these spoiler tabs is good then and won't get my post deleted.

If you don't know what I'm talking about when I say "the big red boy" then don't click the spoiler tab. Go talking to people in bars, or click on that spoiler tab if you just couldn't care. (the spoiler tab is required to understand what I'm saying below at all)

Spoiler
I found the red planet in the early game, thought to myself "Yeah no" and left it till later in the game. It is later in the game now, and I can make myself a grand ol' fleet. My friend told me how he beat the red planet, which is basically just 4 dominators a few frigates and two or three carriers. He even told me exactly what their loadouts were. So I did just that, but I also found a BP for a Paragon next to one of my colonies so I threw in a Paragon ontop of the fleet that was supposed to kill this red planet WITHOUT a Paragon.
[close]

Of course, I can't beat the big red boys. He doesn't even know what to call me besides absolutely brain dead. He destroyed the red boys without taking any domi loses. I lost my whole fleet, including the Paragon. I have the loadouts he told me, but I made the carriers even better with [REDACTED] grade LCPs. My fleet didn't last 20 seconds. The same thing happened with the [REDACTED] cache, I went there, fought the boys, and all but lost, with the same fleet. Am I just clueless as to how to fight? He can even put his fleet into auto pilot and he'd still win the fights, I do even worse on auto pilot.

Am I just brain dead and need to go figure out how to stand up straight before I even begin to play this game? I'm probably about as smart as a newborn missing the frontal lobe, I understand. Just explain to me how to regain my frontal lobe please.

And yes, I made sure to ask him if he's playing on normal. He says yes. I can't believe him of course.

14
General Discussion / Re: How to turn off help popups?
« on: November 23, 2018, 01:43:53 PM »
(You can also uncheck the "show help popups" button during new game creation, btw.)

Yeah that's the thing though, it's only during game creation. If there was some sort of button somewhere that toggled all help pop ups off/on that'd be well and good too. I said in the post, I forgot to click that button. Too busy being angry that my last play through exploded.

15
General Discussion / Re: Fuel Production requires no inputs?
« on: November 23, 2018, 01:40:55 PM »
I think the requirement reduction skill should not be able to reduce those only asking for 1 input and making it 0 input which seems silly.
I mean, just look at op confused  ??? about how fuel got produced out of thin air.

Exactly lol. I was like "Well it seems that volatiles are just a free resource to sell and so is fuel" But I see now. So I have to wait till my colony is size 6 to use volatiles and by then, well I'd be size 6 with a synchotron. I'll still be making oo-goo bucks off the fuel market.

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