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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Velox

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It basically comes down to this: is losing so many ships that the surviving crew completely overtaxes the remaining fleet capacity a losing condition for the player?  If so, just add another "lose" screen with different text and plunk him/her back into a starting ship.  If not, the fleet still needs to be able to move.  Dropping the player back into a situation where there is literally nothing he/she can do is just a design error.

Suggestions / Re: "Update Varient" Button in Refitting Screen
« on: April 20, 2015, 11:35:38 PM »
When you have a custom variant, and you make a small tweak, such as adding a flux point when you gain some tech ability, rather than having to go into the refit ship screen and delete, then replace a ship, or having to create a hole new variant "Variant II, III, IV" just have an update variant button that overiddes the variant with the new one

I'd like this quite a bit.  Sometimes I want to keep a previous version of a configuration, but usually I'm doing an edit because I have more OP or something, and there's no reason to keep the previous one around.

Mods / Re: Diable Avionics (v.1.05)[0.65.1a]
« on: April 06, 2015, 02:10:22 PM »

I can't seem to get past 50/100 with Diable - no bounties and dispatching pirates/enemy factions near the station doesn't seem to yield any reputation benefits.  I've only seen them selling one of the ships above destroyer-size too - is this expected?

Suggestions / Re: Allow some way to cancel engaging maneuvers
« on: February 20, 2015, 09:10:53 PM »
If you accidentally engage instead of allowing a search to proceed you should be able to retreat and, as along as you don't damage their ships, you'll be fine.

"As long as your ships don't automatically return fire, which they will."  Accidental engage sucks, a way to back out is really needed - especially now that the various options are hotkeyed by keys that are adjacent.

Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 20, 2015, 02:22:48 PM »

My observations on the patch so far are:

- Salamanders, autofire.  Good for fighters, good for enemy ships, good for what ails you.
- if you have less than 330 degree shield coverage, you're a drifting target most of the time.
- playstyle without ammo constraints is way, way different.  in exchange for what you got out of ballistics, you had to take care not to miss, maneuvering to fire at downed armor patches and stuff, and effectively using the right damage types were important.  Used to be energy was about flux management, missiles were about timing, and ballistics were about aim/dmg type - they definitely feel much more homogeneous now.
- for weapons that reload, a "reload: <x> sec until next <n> rounds" indicator of some kind would be nice.  That said, good riddance to the whole clip mechanism - infinite ammo removes some depth, but it's way better than the massive annoyance.
- with the new beams, taking a ship without shields into battle is just a longer, more complicated "scuttle" button.
- energy PD weapons are a great visual indicator that one or more missiles is/are about to hit your ship.
- the falcon/eagle seem to be vastly more viable than they were before.  hammer away with autocannons until shields are down, then phase lance.  rather fun.
- the vanilla skill tree is awful - I know it wasn't a focus of this release, but it needs help bad, especially around the burn speed thing.  More viable upgrade paths would really drive different playstyles (I certainly found it did with the SS+ remake) but with the vanilla one there's pretty much just one way to go.

** an aside here, isn't the skill tree still very much an alpha/stub/work in progress?  I know a lot of intense consideration around balancing missiles centers on the combat missile/10 skill, which seems a weird waste of time if the tree is due a massive rework at some point?  **

I'm only up to a early/mid-era destroyer fleet with a falcon and eagle so far, but the game does seem to play rather differently so far. 

Mods / Re: <Release> Simple Rebal Mod, Alpha 2 (for 0.65.2a)
« on: February 13, 2015, 02:39:06 PM »
As I said to DR, mods like this (and ss+ alike in certain aspects) kind of make a disservice to the game. Rebalancing vanilla assets via modification hurt the feedback on the forum on those topics (given that vanilla is still in the balancing phase), or even worst, derail good feedback into bad feedback from the different impressions you get in vanilla and in the mod. If you want balance changed in an alpha game you discuss it on the forum, instead of modding it, otherwise the whole thing pass unnoticed by the developer (because it's "fixed" elsewhere and doesn't get reported/discussed properly). 

This is kind of true, actually - going back to vanilla (from SS+) was kind of a shock in a number of ways.  Especially the skill trees - ignore the green one and dump points into tech for burn speed, I'd forgotten that!  It's definitely interesting to be able to mod in various ideas and see how they play out in practice, and I love all the new content and interesting stuff in the higher-quality mods.  Also, it's the developer's game and I'm just playing it - I don't have any particular illusions about my forum contributions having any weight at all.  It's not like I'm an actual tester.

Still, I'm kind of conflicted now. 

Suggestions / Bind "ESC" key to menus for "exit"
« on: February 12, 2015, 03:05:47 PM »

Hi Alex!

I'm not having any serious issues adjusting to the new menu shortcut keys in the new version, except that ESC doesn't quit out of things anymore.  I used to do stuff in station and when I was done could just kind of mash ESC until I was back in space.  It would be nice if dialogs that had a "get out of here" option - either leaving stations, fleet interactions, choices that just say "Leave" or "Continue" or whatever were bound to that key (or a key of some kind.)  That obviously wouldn't apply to any dialog with ramifications ("comms, pursue, let them leave" or the like) but it'd be nice to have a single go-to button that says "I get it, let's move on" since the 12345 options in the actual menus won't always have "proceed" as the same key.  Hopefully that makes sense!

Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 10, 2015, 09:31:27 PM »
I assume that there's no expectation that this works with 0.65.2a-RC1 yet, right?
70010 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
  • The ostensibly-removed logistics priority button no longer shows up on the fleet screen while docked

Guessing that's the deal. Though trying to play an "outdated" mod on a brand new release won't work in a variety of ways. You can still get the compatible version if you want to play in the meantime.

Ah, of course, the logistical priority thing makes total sense but somehow didn't connect.  I'm not surprised to run into a problem, was just hoping against hope that this was a minimally-changed-enough release that things wouldn't crater.  :)

Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 10, 2015, 09:10:48 PM »

I assume that there's no expectation that this works with 0.65.2a-RC1 yet, right?  Trying to launch the new release with SS+ (with prereqs) enabled results in the following kerplooie at the end of the log:

69357 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added patrol fleet spawning script to market [Tartessus]
69357 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added pirate fleet spawning script to market [Tartessus]
69357 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added patrol fleet spawning script to market [Baetis]
69357 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added pirate fleet spawning script to market [Baetis]
69364 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  -
69364 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Checking whether to spawn trade fleet
69364 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 0 out of a maximum 150 trade fleets in play
69364 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Hesperus] to spawn trade fleet from
69366 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Tartessus]
69367 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Organics], bringing back [Food,Domestic Goods,Recreational Drugs]; volume: 8877
69372 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 4 for market [Hesperus] (volume: 8877)
69378 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 43 point trade fleet from [Hesperus] to [Tartessus]
69817 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
69817 [Thread-11] INFO  sound.H  - Playing music with id [music-miscallenous_main_menu.ogg]
70010 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
   at data.scripts.variants.SSP_FleetRandomizer$
   at data.scripts.variants.SSP_FleetRandomizer$
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at data.scripts.campaign.SSP_FleetFactory.finishFleet(
   at data.scripts.campaign.SSP_FleetFactory.createTradeFleet(
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at Source)
   at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
   at Source)
   at com.fs.starfarer.ui.i.o00000(Unknown Source)
   at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.B.null.class$super(Unknown Source)
   at Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

Mods / Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« on: January 31, 2015, 02:36:00 AM »

This mod has given me a new and obsessively compelling drive in-game.  It may be called the "Omnifactory" but to me it has become "Pokedex Station". 

Mods / Re: Diable Avionics (v.1.05)[0.65.1a]
« on: January 27, 2015, 01:02:00 PM »
Not sure what happened, but I fired up a new file and trying to access the DA trade screen late game makes Starsector lock up and pins CPU usage to 97% (!!) and memory usage creeps up from 5GB to 6. Buying ships worked fine, on the other hand.

Same deal - I kicked the memory allocation up to 10-12GB or so but if memory was the problem that still wasn't enough to take care of it.

Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 26, 2015, 10:05:36 PM »
in that case, the solution would be odly simple: change the 2nd number in vmparams to more than 4gb....

I had a similar issue visiting the Neutrino systems (not the generator at Corvus) after a very long absence.  I could view the shipyards and such but trying to switch to the market inventory eventually ended up in a similar non-respond condition.  I tried upping -Xmx to 12GB or so and it still wasn't enough.  No idea what was going on there.

Mods / Re: [0.65.1a] Interstellar Imperium v1.6.1
« on: January 22, 2015, 01:47:00 PM »
Just wanted to say that the idea of unlimited ammo missiles seems horrible. It makes no sense why we would want this in this game :)

Because ammo is a feature that doesn't come into play except to say that any ballistics-based ship is not allowed to go for the long haul and missile slots are rendered inert for the most part after fighting one or two ships, again, no good for the long haul.

You're right, missiles are no good for the long haul now. 

It's almost as if you could focus on missiles for alpha strikes that do immense damage to the enemy as your ships close in... until the launchers run dry!
Or rely on very high-powered/long range shots and burst damage to do terrible damage sniping, or use accelerated ammo feeders and close range to rip things to pieces... until the magazines are empty!
Or build your ships to counter some enemy fire and shrug off the rest, while putting unavoidable, relentless damage that can burn through shields and armor alike on them for as long as it takes to turn them into floating globs of slag.

Like ... I don't know, there was some difference between weapon types, and they played differently.  A missile ship in it for the long haul is fighting the wrong fight.  A beam ship relying on annihilating half the enemy's key assets in the first shock of battle is in the wrong fight.  And a ballistics ship just blind-firing every weapon it has at every range at both shields and armor ... is fighting the wrong fight.

Mods / Re: Neutrino Corp. (v. 1.8)[0.65.1a]
« on: January 21, 2015, 03:01:33 PM »

I haven't played with the Neutrino ships too much yet, but I am totally in love with the Causality.  It doesn't have the speed and acceleration to get to weak spots phased and it's pretty fragile, so attacking up-front with shorter-range/high-alpha weapons (heavy blaster etc) are a quick way to an equally quick fireball.  However, it has just enough maneuverability/acceleration profile to keep at range for most ships and hammer on them with a lightning gun and the phase missile ability.  It's a good challenging fight alone but when you're coupled with some other ships it's just pure murder - if someone has to vent, it's very hard for them to avoid strikes from the Causality's lightning bolts and missiles.

The only things that are a little confusing are the missiles.  They tend to appear in semi-random formations (which can be handy, especially if one appears behind someone's shields!) but have a very short burn time, which means that they have trouble actually even getting properly moving toward the target (pursuing anything is totally out.)  More puzzlingly, on a fairly regular basis I'll fire the ability and no missiles at all arrive (or occasionally just a singleton.)  I know they go after the current target so I suspect sometimes I'm just materializing missiles off-screen pointed at something else, but there are definitely cases where I'm right in range - targeted on the enemy - and trigger the ability; flux builds up and the usage count goes down, but no boom. 

Is there perhaps some way I'm missing of knowing something about the missiles before I fire, like where exactly they are or how many are in position so that I can better plan/time firing the ability?

Anyway, it's a great ship for lurking around fights beating on stragglers and for pretty tense battles with single enemy ships, but gets eaten alive by missiles and fighters (high cloak cost and low flux pool) and fighting multiple enemies at a time is seriously dangerous.  I totally dig it and it's fun as all get out to play.  Nice work, and thank you!

Suggestions / Variant Export to Common Library
« on: January 21, 2015, 02:43:03 PM »

I think this has been touched on before but the last reference I could find was a couple of years back and never went anywhere, and this has been driving me nuts so please forgive me for re-approaching something on the topic.

Anyway - at the moment, ship variants seem to exist only within the particular character's save game(s).  I find that I often have loadouts that I use very frequently ("Fleet Standard" freighter - ext. shields, 2 vulcans + 2 ACs, some number of capacitors) or find something I really really love with a particular ship and like to use often. 

So - if it weren't too high-impact, it would be awfully nice to be able to export variants to a sort of "general library" available to all characters, which could show up with either the pre-defined ones for each ship class or in a secondary area of some sort. 

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