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Messages - TuxedoCatfish

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1
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 12, 2024, 04:20:56 PM »
Hmm, maybe? At this point the cost is low enough that it'd need an s-mod bonus and it's not exactly clear what that might be. Part of the reason for not s-modding this one in is it makes it harder to swap around ships etc since the ship basically only becomes good for this specific purpose (as an NL ship), and is otherwise hobbled with a useless s-mod. Which, I mean - if the player wants to do it, that's fine. But it seems like with the low cost you wouldn't unless the s-mod bonus was compelling, and that gets more involved.

Wait, built-in being disallowed for those is a *user experience* decision? I always assumed it was a balance feature designed to counteract the mod's power.

Hulls are easily replaced; a build put permanently out of reach due to ordnance point limits is priceless.

2
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 12, 2024, 12:02:14 PM »
With the reduced cost of neural link / neural integrator, would you consider allowing those to be built-in?

3
If you trade a favor for Kanta's Protection, when she eventually sends a fleet to request the favor be returned, you can engage and destroy them without immediate consequence as long as you don't accept the comm request.

4
General Discussion / Re: Colony Threat event
« on: May 10, 2023, 05:58:40 PM »
I was going to say, I think part of the problem might have been that I found the MacGuffin and turned it in without ever triggering the initial event chain where the guy asks for it in the first place. (I assume, having never seen it. Instead he just acted like I already knew him.)

Once I got my Pather rep up a little bit and their fleets started asking for tithes again instead of just attacking on sight, I got some new dialogue about paying a gigantic tithe, which I did, and that created a protection order for some large number of days (I think 720ish, or about two cycles); after that, if I go to look at my colony threat page, there's a tooltip that says "their fleets and ground-based cells should leave your colonies alone for another tithed days", with a conspicuous blank spot where I assume the number of days was supposed to go.

Glad to hear it's sorted out!

5
General Discussion / Re: Colony Threat event
« on: May 10, 2023, 05:34:14 PM »
The process for making deals to avoid penalties doesn't seem to work. I've got both Kanta's Protection and the spoiler-heavy event that's supposed to pacify the Path, and not only do I still build up penalties, I still get negative Pather events despite the faction screen saying they're forbidden to harm me.

I haven't had outright pirate raids on my bases, but pirate bases still set up shop near my colonies and penalize them / create shipping losses. (The latter I assume is probably intentional; they didn't say anything about not attacking neutral convoys after all. But the former doesn't seem right.)

I did (and do) still have an extremely negative reputation with the Luddic Path, but I was under the impression the deal was unconditional.

6
General Discussion / Re: Do you like traveling in the hyperspace?
« on: May 10, 2023, 10:00:31 AM »
The brief period where you've just left a system or haven't quite arrived at a new one isn't too bad; you're far more likely to encounter enemy ships there, to have to make decisions about which gravity well to enter at, etc. This part's okay, but it's also much closer to the normal gameplay of hanging out in a star system.

On the other hand the deep hyperspace minigame, where you're ostensibly supposed to choose between straight-line navigation, slowing for storms, riding the streams, etc. is worse than nothing. It's tedious, repetitive, the benefits of paying close attention are not worth the extra time it takes, there are decisions to make but no good outcomes, just "am I more afraid of wasting time and supplies on repairs, or wasting time and supplies going the long way around?" I would genuinely be thrilled if this part of the game were deleted overnight and replaced with you just instantly (from the player's perspective) arriving at your destination less some fuel, supplies, and in-game time, perhaps with a dialogue box for random events.

7
Thank you, much appreciated!

8
General Discussion / Re: Coronal Hypershunt guardians early
« on: August 02, 2022, 04:35:09 AM »
The Ziggurat can be brought down relatively early by making heavy use of the Harbinger's ship system and the Ziggurat can easily solo doritos.

9
If you open up your save file a lot of it is just plaintext, you can look up "coronal hypershunt", then do an upward search to find the nearest reference to "blue" (for blue supergiant), which should be very near to the name of the system it's in. They can spawn in trinary star systems as well, but I'm not sure what the tag for those is.

10
Google gets as far as telling you that it's affected by number of officers and possibly officer level in addition to the relative size of your fleets, but it's all vague generalizations; nothing that actually tells you "okay to to get 180/300 you need X officers and Y ships against Z enemy fleet."

11
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 05, 2021, 04:15:32 PM »
Wow, there isn't a single thing in this patch that doesn't sound fantastic. Very nice work!

12
Currently one of the frustrating things about ECM is that if you have too little or too much, the resources you put into it are completely wasted.

If you have more than 20 points above your enemy's total, anything left over is overkill; if you have less than 20 points below your enemy's total, you shouldn't have even bothered.

If instead ECM worked like deployment points do -- a total amount that is divided between the sides according to their relative strength -- it would mean that any amount of ECM you bring always makes a difference.

If you wanted you could even tweak the curve so that it's non-linear; maybe the first few points by which you beat your opponent or vice-versa have a big effect, but the more you beat them by, the less each additional point matters.

13
General Discussion / Re: Colony threats
« on: April 19, 2021, 02:42:57 AM »
I believe you're completely exempt from raids until you hit Size 4. After that it depends on your use of Free Ports (triggers attacks by Luddic Church and Hegemony), AI cores (triggers special inspections by the Hegemony), or having a higher market share than somebody else (triggers expeditions from any of the major factions). Pirates just need you to be big enough, and Pathers have their own system and do terrorism instead of expeditions.

Commissioning with a major faction will prevent market-share based raids from that faction, but I'm not sure if they'll stop AI inspections or "sin" raids (e.g. for free ports.)

Pirates won't raid you if they like you, but pirate bases that were already targeting you might take a while to stop. If you destroy the base anonymously you'll only lose a few points of reputation, though, and I've never seen pirates assign new bases to raid your colonies as long as you're positive rep with them.

Pathers are supposed to create cells on your planets based on 7+ interest, like you said, but I think it's a little bit buggy in this patch -- I've heard a few people say that they aren't getting cells when they normally should, and only getting them when they start using AI cores in particular.

14
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 16, 2021, 07:49:07 AM »
Does that mean Gamma Cores never have it, or just that they might have it or they might have Combat L1 L2 L3 instead?

Either way, there's still not much call to balance around it if it'll never happen in naturally-occurring fleets and is a problem that only exists in completely maxed out contact bounties. It's like okay, you mashed the button saying HARDER PLEASE until it broke, and the game delivered. And even in that situation you still have the story-point intensive merc option or, I suppose, one of the methods Anvel offered.

15
Suggestions / Re: More restraints on s-mods for more interesting usage
« on: April 16, 2021, 06:09:49 AM »
It might just be psychological, but having access to s-mods has led to me using more hull mods in general. Before, every hull mod had to be more worth it than another X points in caps / vents, or cramming more and better weapons into more slots -- and hull mods often lost this comparison except for the very tippy-top ones that we now get as s-mods.

In 0.95 though, those super-expensive, universally-good hull mods get baked in, you fill up your flux stats and weapons with the points that freed up, and then you have some left over for personalization because you're not spending 15 points on an ITU every time any more. It does the job better than just giving the player more points would, where you'd be comparing everything to everything.

Of course, another way to look at this is that s-mods make bad/cheap weapons less appealing. But most of the discounted OP weapons were bad anyways, and you would have avoided using them even in 0.91. So it's probably a positive change for build variety overall -- although it'll be interesting to see if e.g. AI tournaments produce more objective data on the question.

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