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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Alex

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1
Suggestions / Re: Use the new event system for Tech-Mining
« on: November 27, 2022, 03:47:18 PM »
Hmm, I like this idea quite a lot! Especially since multiple Tech Mining operations could just tie into the same event, and you could do allll sorts of cool stuff there. Definitely going to note this one down, thank you!

2
Suggestions / Re: AI Frigates happily blocking friendly fire
« on: November 27, 2022, 02:58:02 PM »
Hmm, something seems off here - do you have any idea why the Brawlers wouldn't be engaging the enemy? Are they perhaps assigned to a different task, or is there an "avoid" on the enemy, or do they have timid officers in them, or ... something?

3
So very new to the forums. I was browsing some of the mods, and frequently play heavily modded Starsector. I was wondering if it would be possible to make a Strike Craft from like Arma Armatura land on an enemy ship. Since they have the functionality to land on friendly carriers to resupply. What made me think of this was Boarding utility from Creature. Could a strike craft if enemy shields were down land on enemy ship to do a boarding action?

I honestly don't know offhand, it's the sort of thing you (or someone) would need to muck around with and see.  I suppose the answer is "yes" because it's possible to rig up entirely custom graphics for this, though - and you'd probably want to avoid the existing fighter mechanics more or less entirely. I don't think they'd help much and they could get in the way.


Is there a way to access the phase cost and phase upkeep of a ship? getPhaseCloakActivationCostBonus() and     getPhaseCloakUpkeepCostBonus() seem to be stat bonuses that don't allow me to pull the base value.

You could get the base values using ShieldSpecAPI.getPhaseCost() and getPhaseUpkeep().

The actual cost-to-use-on-this-ship values I think you could get by:
ship.getPhaseCloak().getFluxPerUse() and
ship.getPhaseCloak().getFluxPerSecond().

Don't forget to check if ship.getPhaseCloak() != null...

4
General Discussion / Re: Any solution for UI scaling?
« on: November 27, 2022, 08:09:09 AM »
One of the few times when a necro is not a problem :D Thank you, I'm really happy to hear that! <3

5
Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: November 26, 2022, 06:22:59 PM »
Back to the old “Eagle should have a flight deck”, that support fighter only costing 12 OP would be huge but that’s probably not in the cards anymore.

Yeah - I've seen the suggestion, and I think it's a pretty reasonable idea! But it doesn't fit how I see the Eagle, which is less "jack of all trades" and more just... "a respectably average baseline ship", let's call it. And putting a flight deck on it definitely makes it an outlier among cruisers, so it goes against that, feel-wise. Plus, I'm not a huge fan of small amounts of fighters sprinkled in on too many ships - I think too much of that can make combat feel unnecessarily messy.

An extra 100 dissipation is pretty decent. That’s a bit less direct than a speed or range buff but it would give the Eagle more opportunity to leverage those Medium Energies.

I think it also gives it more flexibility! I am personally fine with a lot of the medium energies being suboptimal on the Eagle; a lot of that is just the breaks for midline (though: HBL is buffed some!). The new Diktat skins play around with the range buff concept, (though not on the Eagle or Falcon, ha!); I think it's more thematically appropriate there since it's basically TriTach doing fairly unsafe but flashy and interesting things on the Diktat's dime.

6
I just changed it so that you retain the Janus Device (and anything similar) when you respawn :)

7
Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: November 26, 2022, 03:53:22 PM »
Just FYI, the current set of changes to the Eagle in-dev is:
1) 20 supplies to recover/for maintenance (down from 22), and
2) 700 base flux dissipation (up from 600)

8
Suggestions / Re: AI Frigates happily blocking friendly fire
« on: November 26, 2022, 03:44:44 PM »
Hmm. It may have a harder time with broadside ships - it's not avoiding weapons so much as the overall facing of the ship - but for an Odyssey with a HIL + 3 Lashers, I'm not seeing it at all vs a sim Dominator (neither the first nor the second one).

9
I don't think that's in the cards, sorry!

(I'd imagine it's the same if it's AI cores.)

10
(Ah! The text is in the Janus Device tooltip, btw.)

11
Hi - thank you for the report! Based on the log, this doesn't look like the same issue. In fact, there's nothing that jumps out as being a problem in the log. Could you clarify exactly what you're seeing?

12
(It probably doesn't matter that it's modded in this case, but the modded forum is still the right one, for clarity!)

Hmm, I'll take a look. In the meantime, you could give the Janus Device back with the console - AddItem janus,  think, would do it. You can also right-click on the Janus Device to "use" it which permanently gives you the ability to use gates w/o needing the device; the item is there mostly for flavor.

14
Suggestions / Re: AI Frigates happily blocking friendly fire
« on: November 25, 2022, 12:25:03 PM »
Hmm, the AI generally tries to avoid doing this, but it's not guaranteed to do so. If there's an easy simulator scenario to see this in, that would help - it's pretty hard to tell what's going on from a screenshot, unfortunately.

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