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Messages - Plan9

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General Discussion / Re: Loadouts for AI control
« on: May 19, 2023, 12:09:01 PM »
I don't think there are super up-to-date guides, but I also don't think the combat fundamentals have changed much in the last few patches, so you can still follow the core principles in those older guides. https://fractalsoftworks.com/forum/index.php?topic=24219.0 should be solid, but focus on the ideas behind the guide, not on specific ship/weapon recommendations. 

The main discrepancies in combat with the new release are balance changes to ships, and the addition of some new weapons, but I don't think people have played enough yet to give a definitive analysis of all of those changes. You can check out the patch notes (https://fractalsoftworks.com/forum/index.php?topic=26020.0) to see what has changed with this new update. If something has not been changed in this patch, the existing guides should still be reasonable.

If all else fails, test in the simulator!
Thanks for the help! :) Tough honestly I am mostly just looking for specific recommendations on the points I listed, if I was smart enough to grasp the underlying principles of these things I wouldn't be bothering the forum with my stupid questions.

2
General Discussion / Loadouts for AI control
« on: May 15, 2023, 12:15:05 PM »
Another major update for this great game, another lesson in how catastrophically awful I am at the combat part of it ;D

I've been poking around trying to find any consolidated information on the topic of AI-friendly ships, loadouts, fleet compositions, and officer traits but I've not been able to find anything that isn't several updates out of date. If there is an up-to-date guide on this that I've managed to miss I apologize for asking redundant questions and request to be pointed in the right direction. If there isn't I'd like to ask those who have had time to tussle with the new update what they'd recommend I put in the hands of the AI to best let it shine without my interference while I get into the Mercury where I belong.
What ships tend to perform well in AI hands?
What traits to look for in the officers I staff them with?
What weapons and hull mods to use or avoid when I equip them?
What combination of ships makes for a viable fleet when entirely in AI hands?

3
General Discussion / Re: I miss the mission boards :(
« on: April 06, 2021, 07:11:43 AM »
Mission Board still exists though? I've picked up a number of exploration and survey missions alongside some bounties from the board on my way to the various locations for the Galatian academy. Unless you're talking about something a mod did in which case, then I donno. Agreed about not wanting to travel all the way to the planet a contact is in though.
The board only does exploration and bounties now, previously you could find all mission types on it.

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General Discussion / Re: I miss the mission boards :(
« on: April 06, 2021, 04:42:55 AM »
Mission board?
I think he means the random missions you could pick up from the hyperwave network before the bar/contact system that got implemented in the latest update.
I've started missing the previous system too. I was excited for the new bars/contacts but it mostly feels like a downgrade at this stage. Contact missions don't seem to scale at all except for, I suspect, the ridiculousness of the hostile fleets they spawn in on you;

This was for a dead drop mission with a payout of like 60k.
And the bar missions require way more work to find the mission type you're looking for, burning tons of fuel on sector-wide barhopping in search of work.

5
General Discussion / Re: Misguided Difficulty
« on: April 06, 2021, 04:22:01 AM »
I think the biggest problem comes from sensor arrays in-system providing a massive boost to sensor range that you can't really do anything about. I think the suggestion that I liked was having hacking the sensor array remove the buff from the other factions when it comes to sensor range. If that's the case, going dark with phase ships would make your detection range quite small.

Yeah, but when you have several fast pickets with 5-7 officers each circling the target it adds up. I spent the entire mission duration of a spysat deployment hiding in a nearby asteroid belt with an all-phase fleet with a sensor profile of less than 50 and there not a single instant when the target was clear of enemy sensors. Though the orbital sensor array certainly didn't help and I like the idea you mention, it would be nice to be able to disable it without going to war with the controlling faction.

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General Discussion / Re: Misguided Difficulty
« on: April 06, 2021, 01:55:21 AM »
The 90% ecm in those fleets is almost all coming from frigates with gunnery implants officers (6% ecm per officered frigate). Once that issue is resolved (Alex has already said he's making the ecm part elite so the AI will be much less likely to have it.), the situation should be much more manageable.

Hopefully he does the same with the +25% sensor range part of the Sensors skill since it makes most stealth-reliant missions a pain and some literally impossible.

7
ok so... this is intendet? i mean i've only played for like 2h or so and nothing even remotely suggests things like that in the game. are we supposed to find that out the hard way? (no judgment)
I don't know how satisfied the developer is with how the stealth missions currently work but it seems like he enjoys the potential for big difficulty swings in the missions (like the surplus goods missions having a chance to spawn a large pirate fleet that tries to murder you). The smuggling and spy satellite are the ones I think tend to be the swingiest when it comes to how hard it is to complete them, but on the other hand the consequences for failing them tend to only be a bit of reputation loss. And yeah, the game basically leaves it almost entirely to the player to figure out how to achieve the mission objectives and deal with any complications. Usually it's pretty straight forward; Go to X and blow up Y, bring cargo Z from A to B etc. but the stealth missions in particular have a tendency to, in my experience, present the player with problems that require more roundabout solutions than other mission types.

8
This isn't exactly on topic but it's in the ballpark.

How am I supposed to finish this mission? If there's is fleets all around the place at all times? Yes I've tried to go there in dark mode... but there's no getting through that detection? Is this impossible or do I need the right skills for such a mission?
Any mission involving stealth is basically betting on favorable conditions. Depending on how well-guarded the target ends up being the mission difficulty can range from "cakewalk" to "literally impossible barring the destruction of multiple fleets". The only way to get stealth-dependent missions done with anything even remotely resembling reliability is to go in with a phase-ship only setup (which has a sensor profile rating of 0) while stacking as much detection range reduction as you can.

9
I've also noticed that Trade contacts seem a bit wonky at times. I've encountered the situation you describe where the contact requests procurement of the same products that he has a surplus off.
I've also encountered what I think is a bug where every single procurement contract is the same. Same amount of the same product delivered to the same guy on the same planet every time. If I accept more than one of them at the same time the dude vanishes from the comm directory after the first one is delivered, meaning that the rest cannot be completed.

10
General Discussion / How to deal with high-danger systems?
« on: August 22, 2019, 01:18:41 PM »
I have a system with some really nice planets sitting right next to my current capital colony. The problem is that said system is full of Remnant and nothing I've thrown at them has been able to significantly dent their numbers. I lucked out exploring and have blueprints for both the Paragon and the Astral but facing off against a Remnant ordo ends up with the enemy losing two or three destroyer-sized vessels before all my ships (up to three Paragons and two Astrals so far) are overwhelmed and destroyed.

Am I supposed to just hurl dozens of capital ships one deployment after another at an ordo until I finally whittle it down and then repeat for the other ~7 cruising around the system?
I feel like I must be doing something incredibly wrong but I can't figure out what.

11
General Discussion / Re: My kingdom for an Atlas!
« on: August 15, 2019, 04:52:29 PM »
Independent military markets with high stability.

A few months lazily orbiting Baetis has graced me with an Atlas! Thanks for the advice :)

12
General Discussion / My kingdom for an Atlas!
« on: August 15, 2019, 03:45:33 AM »
After having finally had my first go at Starsector that I'd tentatively call successful I've found that my ambitions to become supreme galactic wholesaler are being curbed by a lack of convenient cargo capacity. The one Atlas in my fleet of mostly Colossi (salvaged from a pirate-ravaged Hegemony convoy) upgraded with Augmented Drive Fields and Efficiency Overhaul is my most efficient cargo hauler. I can, however, not for the life of me find anywhere to source more Atlases! I have once seen one for sale by the Hegemony military that sadly demanded a commission, which would have ruined my trading prospects. Yet on black markets across the core worlds I see these damnable Atlas Mk.II "upgrades" cropping up like mushrooms with 200 cargo capacity.

Is there anywhere I've missed where Atlases can be at least semi-reliably found for sale or will I have to settle for shadowing convoys in the hopes of them getting jumped and me snatching the wreck?

13
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
« on: January 02, 2015, 03:28:08 AM »
You are either using the wrong Starsector version, or you don't have LazyLib or ShaderLib active.

I must have done something wrong installing LazyLib (which should be pretty hard considering it's constituted by a single folder), it worked like a charm after reinstallation.
Thanks a bunch  ;D

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Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
« on: January 01, 2015, 09:04:46 PM »
Whenever I try launching Starsector with this mod active the game crashes right at the end of the initial loading bar with the error "Fatal: Index: 0, Length: 0"
I have had a look at the log but I haven't been able to make much sense of what is causing the error.
I have attached the error from the log file to this post (because the log file in its entirety was too large to be attached). Any help would be much appreciated.


[attachment deleted by admin]

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