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Messages - Brainwright

Pages: [1] 2 3 ... 42
1
General Discussion / Re: How large was Opis?
« on: April 23, 2024, 03:50:19 PM »
hard to program otherwise

No.  Markets are separate from planets, and referenced in rules.csv.  It's how you can go to stations and access the planet.

I can see how it might be difficult conceptually, but the code is there.

2
General Discussion / Re: How large was Opis?
« on: April 23, 2024, 08:02:02 AM »
So far, what this thread has really driven home is that it's a little strange for planets to be owned by one faction with one or two official markets.

3
General Discussion / Re: High tech feels like a wet noodle.
« on: April 23, 2024, 07:56:10 AM »
And yet adding an ion beam would make it much better against cruisers.

4
General Discussion / Re: How large was Opis?
« on: April 22, 2024, 09:27:18 AM »
These are all potentially very interesting narrative problems (which, perhaps, could only be overcome by an absurdly powerful god-like AI integrated directly into the state apparatus, perhaps some kind of "core" which we would assign a first-rate signifier on some kind of scale of effectiveness...)[/li][/list]

But if a human bureaucracy finds a less than perfect census functional, if not preferable, why would an AI refrain from playing the same game?

The figures are whatever supports the AI's future goals.  It can not only retcon the figures across the society, it can simply emphasize measurements that support its goals throughout a large number of potential situations.

It is, indeed, one of the most disturbing aspects of emerging AI technology.  Why would an AI care about being accurate when it can easily lie to a high degree of verisimilitude?  Most people would rather live in the AI's world than the actual real one, I assure you.

5
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: April 21, 2024, 01:24:53 PM »
Oh yeah, i guess the secret to being a good pilot in starsector is constantly holding the "turn towards cursor" key aint it?

You can switch it to toggle or set that as default.

6
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 18, 2024, 04:12:12 PM »
Heh, I always note which stars I'll be using for slipsurge when I start a new game.  It's pretty nice to have that planned out.

7
Phase fleets aren't as bad as they used to be, but they do strike squarely at the weakpoints of typical fleet doctrine.

Instead of letting your fleet spread without orders, you need to use Rally to make several points close together so that your ships don't drift apart.  It's largely okay to set frigates to defend a point, but phase fleets will still often pull them away.

So just keep everything more or less together, and you'll do a much better job of fighting phase ships.  The advice from Thaago will tell you what kind of weapons you want, but the biggest thing is that phase ships have much less PPT than your ships.  A good defense on your part will have most of a phase fleet malfunctioning before your ships even start losing CR.  A good portion will even be at 0% CR.

That's how fights with phase fleets go these days.

8
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 16, 2024, 01:55:52 PM »
One thing I thought might be valuable is noting the calendar date for deadlines somewhere in intel entries.  As it is, the player has to translate into the calendar when guessing deadlines.


It would relate to what the player sees in the UI a bit better.

9
General Discussion / Re: I don't understand the combat AI
« on: April 14, 2024, 08:07:57 PM »
Eh.  The core principle of the AI is that an approach at an oblique angle generates the most relative acceleration, thanks to how the acceleration is killed at top speed.  So a ship will always move toward or away from a flank both just to approach or avoid incoming fire.

So that's why ships set to engage never seem to approach : all the enemy ships are directly in its path.

The next principle is that ships have both the impulse to move forward and retreat when engaging an enemy.  So what will often happen is a fleet with no particular orders will start dividing up to flank enemies and then turn that into retreating to all corners of the map when they get outnumbered by enemy fleets.

So what you want to do is limit how far your ships will move to engage and retreat.  Rally is the best command to keep things more or less in place, but flexible.   Engage and Defend technically have no discernible limit to how far they will retreat, but engaging will take them back to the point set. 

What I often do is set my big slow ships to rally at a point with some selected escorts and then have a defend point right next to it so my faster ships will push forward and take out targets of opportunity.

I've heard Rally Civilian Craft will keep ships more or less in a single position, but that isn't particularly useful.

I'd also suggest learning how to use generalized orders rather than assigning specific ships to particular orders.  Putting a low priority escort on vulnerable ships can keep them alive when things get tough and release other ships to fight to their fullest when you're winning.  Eliminate is a pretty useful command when you know more or less which ships are going to be assigned to it and check back every twenty seconds or so to repeal it.  Engage can be a better order than defend if your fleet is moving faster than the opposition, etc.

It also looks like big ships chase after tiny ones less if they have escorts, but that's something I'm still testing.  It seems to work best when the escorts are generalized and not assigned piecemeal.

10
Mods / Re: [0.97a] The Knights of Ludd
« on: April 10, 2024, 01:35:37 PM »
(Much) more is planned.  ;)

Looking forward to it.

11
Modding / Re: [0.96a] ElvenSector 0.1.0
« on: April 09, 2024, 02:02:56 PM »
Eldar, in my space game?

Brother, get the flamer.
I think they are more like Dwemer in space than Eldar.

The HEAVY flamer.

12
General Discussion / Re: tell me few things about this game
« on: April 07, 2024, 04:41:52 PM »
Worth noting : this game is more like a 2d X game (like X3, X4, etc) with the combat being a separate mode and focused on fleets of ten to fifteen ships.

13
General Discussion / Re: Looking for a list of vanilla-like mods
« on: April 05, 2024, 07:51:59 PM »
Legacy of Arkgneisis works fine if you just update the version in mod_info.json, and it has some of the best faction music!

14
Bug Reports & Support / Re: How to use the game on Steam Deck?
« on: April 03, 2024, 07:42:53 PM »
Try searching the community layouts for "Brain's Starsector Layout."

It uses the left stick for numbers, click to select, and the left shoulder mode switches the d-pad, face buttons, left stick, and touch pad to various other functions.  Also, double click L5 for alt (which transfers inventory items when you mouse over).  You may need to increase the interval on that one, as I had trouble clicking it fast enough when I first started using it, but it will vibrate when it does switch to alt.

You may have to modify a few parts, but I would warn you Steam Input has always been a bit broken, especially when using its more complex features.   Some settings may overlap, and you'll have to delete the setup you're using.  Just start fresh again and quickly change to what you want without fiddling around too much.

The problem appears to be old settings aren't really deleted when you change to something new, and it can overlap in strange ways.

15
Mods / Re: [0.97a] The Knights of Ludd
« on: April 02, 2024, 07:10:59 PM »
Yeah, I'm not getting this.

I tear into Knight ships because they are brawlers, and I'm a better brawler.

A lot of the Knight ships are have a lot of forward momentum and are not quite maneuverable enough to avoid being surrounded.  More like a variation of low tech with Burn Drive than anything.

So yeah, baseline Knight ships are not that bad.  The destroyers have much more endurance than I expected, but they are not great at killing things.
 So the larger ships are the greater focus, like most of Low Tech.

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