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Starsector 0.97a is out! (02/02/24)

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Messages - Mach56

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1
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 02, 2021, 04:11:32 PM »
Minor (potential?) bug/error: got a pirate fleet spawned from a salvage ping thingy ("whatever it was, it has to be close nearby") with 14 (I counted) Atlas MKII plus a bunch of smaller things in it; I guess it might be an intended rare thing or something, but if not it looks a bit like a leftover from a more capital-spammy time.
Minor (potential?) bug/error: got a pirate fleet spawned from a salvage ping thingy ("whatever it was, it has to be close nearby") with 14 (I counted) Atlas MKII plus a bunch of smaller things in it; I guess it might be an intended rare thing or something, but if not it looks a bit like a leftover from a more capital-spammy time.

Were any of them a XIV battlegroup MKII Atlas? If you ever get a chance to salvage one, give it a try. They are actually a lot of fun to fly I find.
Those are from a mod, not vanilla.

Were any of them a XIV battlegroup MKII Atlas? If you ever get a chance to salvage one, give it a try. They are actually a lot of fun to fly I find.

2
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 27, 2021, 03:01:17 AM »
2) Pressing ALT and hovering over items does not sell/buy them any more. Losing this is a shame. :( (And if that was a mod, just ignore this whining!)
You have to reenable that feature in settings.json.

3
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 09:19:30 PM »
The first link in the updated blogpost links to the 0.9.1a changelog, not the 0.95 one.

4
Suggestions / Better differentiate DTC and ITU
« on: March 22, 2021, 09:18:10 PM »
DTC is an odd hullmod when you think about it. It's the only hullmod that's worse in everyway to another hullmod, in this case ITU. There's nothing inherently wrong with that, though as it's the only hullmod with this property, it probably could stand having some changes. ITU should probably be a generalist option, fitting in with its rarity and price (purchase price, not OP price), but DTC should still have some uses as a specialist after ITU has been found, so here's some ideas.
  • Make DTC cheaper, or ITU more expensive: fairly simple idea, though would need to make sure DTC doesn't become the better option due to its OP cost alone.
  • Give DTC a flat bonus instead of a percentage one: With a bonus like 200/300 for cruisers/capitals, it would make ITU better on all but the shortest range weapons (at 500 range both give the same bonus, regardless of hullsize) making DTC the hullmod of choice ships exclusively or almost exclusively mounting short range weapons.
  • Give DTC other properties, in addition to a range bonus: Projectile speed is an obvious one, as DTC is clearly the "low-tech" option, and low-tech generally use ballistics over beams.
  • Make DTC and ITU non exclusive: Would require a reduction to the range bonus if they where applied together. Probably the least likely option, as cruisers and capitals already have quite long ranges with either hullmod, combining them both would give every cruiser and capital Paragon-like range.
Thoughts?

5
General Discussion / Re: Thoughts on Trading
« on: March 19, 2021, 04:19:01 AM »
IMO, having the Spaceport disrupted should not result in such a severe access penalty, unless a change is made such that the markets of a planet/station with 0% access or less is not accessible (after all, how do you trade with the planet if none of the AI trade fleets can?). Perhaps just removing the -50% access from not having a spaceport is sufficient.
  • Spaceport: removed "No spaceport" accessibility penalty when under construction or disrupted
  • Procurement missions contributing to supply (where does it go?), especially if issued during a shortage
I think that already happens (though I believe I was running mods at the time, so I'm not completely sure if this is vanilla), though it depends on who you're doing the mission for. If the mission is from say a quartermaster or some other official, it goes to alleviating the shortage (if there is one), otherwise, nothing happens.

6
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
« on: March 16, 2021, 04:08:16 PM »
Just another minor issue, the Prometheus Mk.IV's description has the Prometheus Mk.II as the "Promethues (Mk II)", which both has brackets and is missing a period.

7
Suggestions / Re: Intersystem Military Patrols - Both Player and NPC
« on: March 15, 2021, 12:54:50 AM »
I've been thinking about this for possibly far too long, so here's an idea about how this could work, without making it too micro-management heavy.
  • All military bases/high commands get all their light/medium/heavy fleets pooled together and distributed across the players colonies. Perhaps a few are reserved for patrolling trade routes or other uses. Patrol HQs can only patrol their system, so they don't get added to the fleet pool.
  • Fleets will leave the nearest possible military base to head to the colony they're protecting, so if you take out the defending fleets, and the nearest military base is far away, you might get free reign of the system until the new fleets arrive. This applies to the player too, so if you have your military bases on one side of the sector, and the rest of your colonies on the other, they might be a bit hard to defend.
  • The player can designate a colony as a "priority" colony, in which case it will get a few more fleets assigned to it than normal, at the cost of every other colony that's not priority getting less, similar to how assigning ships/weapons as priority works (requires a high command in order to actually take effect, otherwise nothing happens).
One system empires will still be the best possible option, even under this new system, but it should make multi-system empires a bit easier to handle. Possibly replacing "colony" with "system" would work as well, though it would require communicating which colonies are in which system when you're assigning fleets.

8
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
« on: March 14, 2021, 11:22:30 PM »
I noticed an odd bug a few days ago in which the pather Starliner had 4(!) fighter bays, even though the ship.csv entry said it should only have 2. Well I finally figured out what caused it, the converted cargo bay hullmod adds an extra 2 fighter bays. Might want to replace it with your own version.

Edit: Turns out you do have your own version, but the Starliner was using the vanilla one, not that one. Also why does the Mk. IV on the Prometheus Mk.IV have brackets around it, when none of the vanilla Mk.II (or Mk.III) have them?

9
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 14, 2021, 06:18:25 PM »
that's actually a good question. I don't think there are any ships in vanilla with no extra crew capacity/skeleton crew > than max, but what happens for things like remnant ships or ships that have a higher skeleton crew? Actually, wonder if different factions react differently to having droneships in your fleet or not
Salvage Rig.

10
Suggestions / Re: Changes to early game pirate bounties
« on: March 13, 2021, 02:19:42 PM »
That's why pursuit frigates. And fast carriers.

Alternatively something that bothers me about the way hostile fleets can engage you when you're trying to disengage is coming at you from all sides of the map. I'm not sure if that's something you can use with the "deploy left" or "deploy right" options, because I've never used those, because I've always assumed that had something to do with just, managing that first deployment's areas organization. If that's the case, that seems to make things a lot easier for them, even if you have everything kitted out with lots of speed upgrades. It'd be nice to be able to  surround the enemy in similar fashion.
Yes, deploy left/right on a frigate in a pursuit battle starts it on that side some distance up.

11
General Discussion / Re: Low Tech Builds
« on: March 11, 2021, 11:03:01 PM »
The description is
Quote
Gives all small non-missile weapons the ability to automatically target incoming enemy missiles and to identify - and ignore - decoy flares. Targeting missiles takes priority over targeting enemy ships or fighters.

In addition, all point defense weapons get the best possible target leading, regardless of combat readiness, and all damage to missiles is increased by 50%.

Which doesn't sound like flak would ignore flares.

I guess I mostly use paragons for AI capital ships which are less reliant on PD so maybe that's why I never considered it. When I use other ships, I usually have a lot more vulcans and some dual flaks which is enough to stop missiles, but does cost more flux. I'll have to consider it more.

Checking the implementation (in IntegratedPointDefenceAI.java), all PD is set to ignore flares.

Code
@Override
public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getDynamic().getMod(Stats.PD_IGNORES_FLARES).modifyFlat(id, 1f);
stats.getDynamic().getMod(Stats.PD_BEST_TARGET_LEADING).modifyFlat(id, 1f);
stats.getDamageToMissiles().modifyPercent(id, DAMAGE_BONUS);
}
(Comments removed to make it easier to read)

12
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 11, 2021, 06:09:28 PM »
The Onslaught is getting HBI as well next update, keep that in mind.

13
Modding / Re: nexerelin invasion question
« on: March 11, 2021, 12:15:11 AM »
Yep, autonomous colonies can now invade/raid on their own.

14
General Discussion / Re: Which MODS are great?
« on: March 10, 2021, 11:50:48 PM »
There's no must have mods, vanilla is plenty good. This mod guide, while quite old at this point, is still quite useful in getting started.

15
Is there a setting I can change in the config to stop the Ai from colonizing new worlds?
In exerelin_config.json, change the value at "colonyExpeditionInterval" to something like 9 9's. That should stop the AI from sending colony expeditions for quite a while.

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