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Messages - Zaizai

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Everyone is going really really technical so I'll say my experience in a short and easy way: 
Derelict operation has been so much fun. 
I recovered the onslaught, falcon, enforcer and legion that work with AI cores, and they receive a huge bonus from DO. I usually have an odyssey as flagship and I always struggle because I want some other capital to act as anchor point, as frontline, while I flank, but my points are so low that I can't field enough ships not to get surrounded...now with DO? FIELD ALL THE SHIPS. I became the one who surrounds. I'm zerging my way to victory while still enjoying my non d-modded odyssey/fury. 
In my usual playstyle I usually do the bulk of the damage while the fleet is set to defend a point so they don't get surrounded, but now suddenly I can afford to have mayhem, go full assault and in the chaos, freely move with my Odyssey finding the most impactful places to be. Now I just need to get me a perfect d-modded brick from the church

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Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 14, 2024, 03:12:50 PM »

Quote

That was definitely the most fun omega missile for me!, I hope you don't make this version too weak compared to regular missiles! Paying with flux is already such a huge negative imho, I'm not even sure if most people would want to put a regular AMSRM in the large slot, let alone a poor version of it :p, I can definitely see it being useful in killing some pesky flanking frigate on some ships like the odyssey, however I'm not sure I would give away my locust SRM in exchange... 
Speaking of the locust, that is probably the most fun non-omega missile for me, an high tech omega-like variant of that could be cool as well! maybe instead of 50 micromissiles in a single salvo, it fires them half as fast and as long as you press the button and not overcharge.


I completely confused the AMSRM with the anti fighter one!, I play with these weapons so rarely that they got mixed and fused in my memories...which further proves my point that such fun weapons should be a bit more available, at least enough to outfit the flagship :p

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Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 13, 2024, 02:17:34 PM »

I get what you're saying, yeah. The missiles in particular are extra fun imo because they give you an unusual amount of agency. I think they'd be *less* fun if their mechanics were more commonplace, though. I *could* see adding some kind of flux-based missile, hmm - I've thought about it before; my main concern really is that it would cheapen the [REDACTED] weapons.

As for when you get them - it depends on when you can beat the Hypershunt defenders, right? For me that's usually before I start seriously fighting the Remnants, so it's... somewhere in the late mid-game, I'd say, or early late-game. Some luck in what you get there, for sure, but to me that's also part of the fun, making do with whatever exceptional things you get - if you get whatever you want every time, there'd be less variety there.

IMO the missiles are very much (intentionally) overpowered, btw. They do give up the "no flux" advantage, but the ability to deliver so much damage so reliably is basically unmatched.

To sum it up, to me a lot of why these are fun is because of the contrast with everything else, so you have to be careful about making these too ubiquitous.
How about some slightly different, toned down versions then? something that would make you think that the tri-tachyon is actively trying to replicate them the best way they can, so when you first meet the [REDACTED] ships and get blasted by their missiles you can make the connection that these are the original designs that tri-tachyon was trying to replicate with moderate success. 
Maybe the missiles tri-tachyon ships use are virtually the same, however they have poor tracking and less damage(or whatever it needs to be to have them balanced). Then once you win the fight with the omega ships, instead of straight up getting a better version of those missiles, you get a hullmod blueprint that once installed in a ship, releases the full potential of those missiles. maybe you could limit the usage to 1 hullmod per fleet since more would interfere with one another or something. This could make it look as if no matter how hard tri-tachyon tried to reverse engineer the omega weapons, the missing piece was found inside the omega ships themselves, and too advanced for them to replicate without actually seeing it.


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Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 13, 2024, 06:59:46 AM »
After playing way more than I should have, I have only one complaint: [Redacted] weapons are so fun. Missiles that use flux instead of munitions? give them to me. But you only get a tiny cache if you know the location, a sample that most likely can't be used to fully make a build. Then you defeat the doritos and its based on luck whether you get the weapons you want in the quantity you want, and by the time you even manage to take them down you are already in the end game with not much time left to have fun with these cool weapons. 
It always feels like such a shame. I cheated enough of those weapons to made a build and had a blast with it, its a shame it would never happen in a regular game. 
While some of them are truly powerful, other feels like they could have a space in the sector. Missiles in their regular form are extremely low tech, so they fit really well with hegemony and luddites, and the new Persean League missiles truly embodies what a "mid-line" missile would look like. Now, why is tri-tachyon using low tech missiles instead of something more high-tech than what the Persean League uses? doritos missiles still eat huge amount of flux so they seem fairly balanced if not almost underpowered , as they void the true advantage that missiles have of being able to use no flux. So, wouldn't it make sense for the tri-tachyon to make use of some of these high tech "missiles"?

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Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 10, 2024, 12:19:23 AM »
Didn't make any deal with Kanta, I just made him more angry and got the Kanta's wrath or something. I don't remember getting any big pirate event but I might have missed it...now under monthly factors they are not there anymore

Would you mind emailing me your save? It sounds like a possible bug somewhere.

fractalsoftworks [at] gmail [dot] com


Sent the save. Also some minor thing I noticed that might be a bug. I got the big event from the diktat and in the description said that their fleet outmatched mine and it was definitely going to win, however once they got in my system they got absolutely destroyed without me lifting a finger. I still had huge fleets still alive and well when it was over. Maybe It doesn't consider that other colonies in the same system can have patrols as well? was this always the case? I remember the prediction being decently accurate in the past so I thought It might be a bug

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Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 09, 2024, 03:41:16 PM »
Didn't make any deal with Kanta, I just made him more angry and got the Kanta's wrath or something. I don't remember getting any big pirate event but I might have missed it...now under monthly factors they are not there anymore

7
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 09, 2024, 02:31:51 PM »
The mid-bar small raid event or the end-bar large raid event?

And "come back to bother" in what sense - some random fleets, or actual large raids and an end-bar event?

In the colony crisis page there's used to be pirate stuff, then it all disappeared and I stopped getting raided, have malus on the colonies etc. I went exploring since the next colony event was pretty far away and I got a warning that one of my colonies was in danger of being decivilized...I Rushed back but there was nothing I could do, stability 0 and as for the reasons it had -7 from recent raids. I checked and the pirates were back at it despite having been quiet after disappearing from the colony crisis page. I went to the pirate base that appeared and I had the option to strike a deal with the pirate king. 
I don't remember being an end-bar large raid event but the pirates completely stopped showing in that page so I assumed there was and I didn't realize, but now years later they are back

8
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 09, 2024, 12:26:25 PM »
Are the pirates supposed to come back to bother the colonies after you defeat their event? I'm still getting raided

9
General Discussion / Re: Bootstrapping your fleet with your first colony
« on: February 09, 2024, 04:06:40 AM »
I think the start I did this patch was faster. I went straight to the sindrian diktat to the various bars until I got the quest. The quest is just about talking to people in the same system, so I did that while helping with pirates every now and then just to get some story points. 
After finishing the quest I got awarded an executor. After outfitting it I went for some pirates and recovered 6-7 vanguards, then I went on doing harder and harder bounties, adding more ships to my fleet and buying more resources. Then I went exploring and got my colony running.

10
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 09, 2024, 03:20:23 AM »
I played a lot with escort package so that I can bring smaller vessels to spice up my composition....but the problem I have is that my preferred style of playing is a rather defensive one where I slowly cook the enemies rather than goin in hard with torpedoes and stuff.  This means that despite taking skills that help, my frigates always run out of cr. Making so I just can't use frigates with my playstyle, let alone all the SO builds that float around the forum. 
 
What If escort package, If given to a capital class ship at the expense of a huge amount of points (and some heavy malus if built in maybe? or impossible to build in, or some other flux malus just by installing it), could also restore CR to all frigates and maybe destroyers within a 1000su range that also have escort package equipped? you are effectively trading a chunk of power/performance from a capital in order to have your frigates staying with you for the whole fight (well, unless the capital is destroyed), which could be enough to balance it, and could easily expand the strategies available to the player.

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Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 08, 2024, 04:12:16 PM »
Found an infinite money glitch. 
Olinadu is short on supplies, I can sell 60 supplies for 105 credits, this is enough to give the planet a +1 supply, which lets me buy back the 60 supplies for 100 instead of 105. Its not very profitable but I could sit here and make credits out of thin air. There's probably some similar way to exploit this with different items or quantities idk.

Just to be clear - what version of the game are you on? This sounds like a glitch that was fixed in -RC7, so if you're still on -RC6 that's likely the problem. If you're on the latest - I'd love to take a look at the save, fractalsoftworks [at] gmail [dot] com if possible.
I don't remember if it happened before or after updating but it's either RC7 or RC8. I sent the savefile but some time passed from when I was able to do the exploit, I should have made a copy of the save in retrospect. I hope the save is useful regardless. The only mod I installed is console commands with its requirements.

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Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 08, 2024, 03:34:40 PM »
Found an infinite money glitch. 
Olinadu is short on supplies, I can sell 60 supplies for 105 credits, this is enough to give the planet a +1 supply, which lets me buy back the 60 supplies for 100 instead of 105. Its not very profitable but I could sit here and make credits out of thin air. There's probably some similar way to exploit this with different items or quantities idk.

13
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 07, 2024, 03:09:06 PM »

Despite having angered Kanta, the pirates don't show up anymore in my monthly factors, and the league disappeared as well after the blockade. 

If you beat the blockade/the large pirate raid, that'd do it.

I don't remember defeating any big pirate raid though! I did encounter some pirate armada in the middle of nowhere here and there, are you saying that I beat a super event without even realizing it? lol 
 
So from what I understand you can come to terms with the pirates with this raid, pather with pk, the blockade with the league, tri-tachyon by bullying them back, the church by agreeing on immigration policies... 
Haven't seen the diktat say anything at all but does every faction have a way to be dealt with forever? right now in my playthrough I'm dealing with tri-tachyon and this leaves just the hegemony left (and potentially Sindria once I start making fuel maybe?), while everyone else has stopped being a problem for my colonies. 
After I deal with everyone and everyone leaves my colonies alone, what happens? no more events will trigger?  or maybe since both me and the hegemony won't compromise on the AI I'll be stuck battling AI inspections patrols without variety? 
 
Regarding the random event idea I was talking about before, just playing with the numbers can be a fun way to toy with the player, have him think he's being a smartass by always picking the most "profitable" option,  and then blast him with an insane event. 
For example there could be some events where you can choose to deal with a nasty problem by using your military, and it works fine 9 times out of 10...but then when you least expect it, someone in your military is fed up with you and organizes a revolt. a very difficult bounty like fight gets generated in a system nearby, and until you defeat it half of your patrols from all of your colonies are hostile towards you. 
Basically you have smaller mundane events that can evolve in something big by chance or hidden progression. The player feels like they are managing the colony personally and making minmaxing decisions, while the minmaxing is actually an half trap that triggers bigger events. In alternative you can have your administrator make all the decisions for you and only see/partecipate in the bigger events, the ones with actual combat etc.

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Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 07, 2024, 11:00:56 AM »
Despite having angered Kanta, the pirates don't show up anymore in my monthly factors, and the league disappeared as well after the blockade. 
This colony Crises system made me think of something else;
What if on top of Colony Crises we had something similar that is not just the other factions "punishing" us for doing well? could be a different bar, or the same bar, but I thought It would be fun if we also had periodically stuff happen that required our intervention and made us feel like we truly are managing these colonies. Example of random event:
--A pesticide immune bug appears and is devastating the food production of a colony 
Options: 1-do nothing (-1 food production for a year) 2- introduce an even bigger bug to pray on that (result may be positive or negative) 3-use your reputation with tri-tachyon to acquire some experimental product (maybe +1 food production, maybe something else). 
What happens after your choice could include a degree of randomness as well, so that every choice has its pro and cons (maybe the tri tachyon product backfires horribly and causes a virus that infects everyone). 
It could be just stuff that can be delegated to an administrator, or something you'd want to decide personally...it could all be done via text, or some choices could trigger events, fights etc. I could make more examples but I hope you get the gist of it... 
Is this something that might be implemented in the future?


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After 0.99 we go to 0.991, not to 1.

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