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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - PoZe

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Suggestions / Re: Add improved ship repair hull mod
« on: August 22, 2023, 01:01:18 AM »
Efficiency overhaul increases recovery/repair speed already. Though a dedicated faster repair hullmod would be good.

Right, I know there is a skill that increases repair speeds. I believe endurance or some other skill also make your flagship start with 50% hull after battle if it's below? But a hullmod would be nice addition. For example we have already efficiency overhaul hullmod and also a skill and they stack together.

Edit: and I guess this is more to add more fleet support abilities. I think we need more ships/hullmods that act like a passive fleet support which makes you consider bringing that non-combat ship with you that will add on supply+fule costs for a special bonus like the Salvage Rig

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Suggestions / Add improved ship repair hull mod
« on: August 21, 2023, 09:30:31 PM »
I think it would be good addition to add hull mod that would speed up the repair of ships, it would be a logistics type hull mod around same OP as survey equipment. Can be called like "repair gantry" or "repair auxiliary drones". I thought gantry could be used for Salvage Rig, but that might be OP on top of existing salvage bonus it provides(I know that back in early days Salvage Rig used to be called Construction Rig and was providing exactly that), so I guess it's an ask to bring something like that back.

Maybe for balance reasons we add it to ship like Venture which has auxiliary pods, and make the effect only speed up repairs of one ship in the fleet per each Venture you have or give it diminishing returns.

Honestly lore wise it would make most sense for Mora carrier to have something like that, as it was used as construction platform. Alternatively then we could give Mora some special hull conversion mod like "repair pods" which when equipped removes fighter slots but provides the speed up repairs of one ship in the fleet?

3
Ah, ok - so it's working as intended in this case, but I'll keep it in mind!

Actually here is an interesting fact now. I have moved one of my colonies within range of the sleeper, but notice this screenshot: https://1drv.ms/i/s!Ak8pUCKohmproOkoGM0H5gCnFPTQlw?e=QzyGD2. In this case Alpha Mu I-A is within 10 ly according to Intel -> Planets view which includes decimals. And the other two Colonies Kasdalur and Accrete-Hkere are also within 10 ly. The first colony is able to build Cryorevival facility, the other 2 cannot. This does not make sense?

4
Ah, ok - so it's working as intended in this case, but I'll keep it in mind!

Maybe, but notice how it is confusing when in Map -> Sector view it says "10 light-years", this makes it sound like it is within exactly 10ly meaning it should work.

5
The back button should just always be there for any engagement option (like it already is for joining ally battles or in devmode).

I agree to that, there should be user prompts to important decisions, which this one is as if you didn't want to fight. Not only you might loose the fight that you accidentally started, you also loose rep

6
Hmm, is this with 0.96a? IIRC it's supposed to let you use these when it's within 10 light-years (but not 10.1 or more)

Yes, I am on 0.96a-RC8 version. It is weird, when looking on the sector map it says 10 ly(but I think those numbers are rounded or something?). But when I lay in course it says like 10.2 + 2 ly. Here is the video showing it https://1drv.ms/v/s!Ak8pUCKohmproOkexdaugSeCEj48zw?e=KshSsg. And here is the link to my game save file https://1drv.ms/u/s!Ak8pUCKohmproOkdblsdm6c0CgXqdA?e=Rb50Np.

But I think in general it should round down numbers like 10.4- be counted, but 10.5+ not.

7
So I have found a Cryosleep ship in some system. I have defeated the guardian fleet it had and then it says that any colony within 10 light years of it should be able to benefit from being able to build Cryorevival facility. However my 3 colonies that are literally 10 light years away from the system that the Cryosleeper is in do not have an option to build Cryorevival facility. So I assume in code the condition check is "if {colony_x_distance_from_cryosleeper} < 10 ly; then unlock_cryorevival", I think it should be inclusive of any colonies that fall exactly on 10 ly too, maybe even round up of 10.x? From my understanding too, when something says "within x something" it means anything from 0 to x including x.

8
Suggestions / Ability to give ships to your faction
« on: February 03, 2020, 10:01:20 PM »
So currently you can order custom production from your faction that you can use for yourself. I just wish there was ability to give these ships to your allied patrol fleets. For example if I have a ship I have salvaged and I do not need, but do not want to sell it cause ships are cheap to sell currently. So I would want to give away this ship to be used by my fleets, I know that currently allied fleets spawn automatically based on doctrine, but it would be cool to manually customize them at least this way.

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