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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Serenitis

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Mods / Re: [0.95.1a] Everybody Loves KoC
« on: November 29, 2022, 02:01:33 AM »
Are you running Nex when Nomios gets decivilized or is this a vanilla issue?
Vanilla + a couple of factions + minor "fluff" mods. No Nex.
Seems like a similar issue to some other mods recently that were adding pirate markets that kept deciving due to low stability.
Iirc those had "too many" industries which tanked the stability, which this isn't. But the lack of stability does seem to be the problem.

Suggestions / Re: Militarized sub system needs a rework.
« on: November 28, 2022, 01:28:56 AM »
I might mess around with it to see how it easy it is to have essentially a reputation + commission lock for the vast majority of ships.
Doesn't Starpocalypse do this?
Might be worth digging around in there for inspiration.

Mods / Re: [0.95.1a] Everybody Loves KoC
« on: November 27, 2022, 12:46:01 PM »
Nomios could use some attention - It gets decivilised in almost every game I've played recently, as it just can't handle any kind of materials shortage.
If it needs to keep the Commerce, it may be an idea to use some of the vanilla market conditions to mitigate the stability loss (or create a custom one).
Or maybe have the pop + station improved?

Ships are fun.
Google phase ships are hillarious. Thier descriptions are true in the most literal sense, and I appreciate this.
I didn't expect that...

Freki & Geri are busted levels of good though. Fairly decent destroyers on thier own just with guns + missiles, but also having 2 fighter bays makes them incredibly solid picks.
They could lose a fighter bay and still be excellent ships.

Atlas (C) is fun. 8 fighter bays would be amazingly broke if this thing had any OP to actually use them after fitting nescessary stuff.
Could stand to lose most of its cargo capacity as the fighter bays are supposedly conversions of the cargo bays. It would still be decent even with ~400 cargo.

Big fan of Sleipnir tho.
Sometimes simple things are the best things.

Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: November 24, 2022, 03:14:18 AM »
...but never underestimate the safest cruiser in the game.
Sir I think you may be confused, this is an Eagle thread. :P

Suggestions / Re: Militarized sub system needs a rework.
« on: November 20, 2022, 02:46:54 AM »
Well if you don't pick Bulk Transport, then it's pretty useful.
Why would I not pick Bulk Transport though?
It lets me run fast logistics ships without having to use Augmented Drives.
It lets me use Venture as early brick/missile distractions without ruining fleet speed.
It lets me salvage Collossi without having to care about degraded engines. (Also having access to Collossus3s that you can use without paying an OP tax is nice.)
It lets me use "heavy" transports without slowing down my fleet once capitals come into play.

I don't even care about the cargo effect. That skill is all about the burn boost imo.
Plus not having to use tugs frees up ship slots, and keeps the fleet profile (somewhat) sensible.

Also you should consider that not the entire game is spent at 240 DP
In no game I have ever played in the current version, have I ever cared even the tiniest bit about skill limits/dropoff.
If it goes over, it goes over. So what? A smaller buff is still a buff.

Suggestions / Re: Militarized sub system needs a rework.
« on: November 20, 2022, 02:00:50 AM »
I don't use it at all. It has too many downsides, and only one of the benefits (sensor profile) is worth anything to me. And there's a cheaper way of getting that (Insulated Engines).

If it is going to be kept, perhaps it might be worth considering rolling in some of the benefits from the depreciated Escort/Assault conversion mods?
Even then I'm not sure I'd use it that much, because it interferes with the Bulk Transport ability.

Blog Posts / Re: Hyperspace Topography
« on: November 12, 2022, 05:48:57 AM »
I don't use Nexerelin, and I have never cared even once about which direction streams are going.
They're either going the direction I want right now, or they're not. And it makes zero difference to my travel plans.

I've decided where I'm going and why, "weather" isn't going to change that.
It might help occasionally, but it will never stop or delay me.

General Discussion / Re: Help with Fleet AI
« on: November 11, 2022, 01:50:46 AM »
Try this to see if it helps:

Load your game as normal, then press <D> to access the command screen.
In that, select the Doctrine & Blueprints tab (or press <4>).
On the left-hand side you'll see something like this

Change the very bottom setting (Aggression) to a higher level, then press Confirm at the bottom.

This will change how aggressively ships behave without officers.
Try a few battles and see if it makes your fleet participate a bit more.
The default level for this setting is 2, which (imo) is too cautious.
Changing this will also have the side effect of making any officers generated by your faction tend toward this setting - which may or may not be of use to you.

The 'forced' stealth mission where you have to mess with the relay in Aztlan, took me 6 attempts.

From doing this I learned:
  • Regardless of the game, I still don't like sneaking/stealth mechanics all that much
  • A single phase ship is less stealthy than a fleet of them
  • System geometry can, and will make this kind of gameplay utterly tedious
  • Re-loading a game multiple times because of one dumb thing is not very interesting
The final, successful attempt I had involved going and doing something else for a few in-game months so the relay, the jump point, and Coatl were not all on the same screen anymore.
It was literally impossible to complete this mission for a while just because the system was in a particular arrangment that put 2 heavy traffic generators right on top of the thing you have to sneak to.

Suggestions / Re: Classification changes to fighters and ships
« on: November 04, 2022, 02:06:05 AM »
Anything that comes from an LPC is a fighter, regardless of its role or armament.
I'm not sure if this is explicitly stated anywhere, but if it isn't it might be useful for it to be.

Ship sizes definitely don't have any indication of which ships are in which class, and it would be helpful if they did.
Mostly I manage this through familiarity, which is not really an option for new players.
For ships I'm not familiar with it comes down to size - how big something looks. And if that's not sufficient, how much certain hull mods cost to fit.
Neither are great options for newer players.

Something on the refit screen might be helpful.
And the icon with the number could then be repeated elsewhere as needed. 1 being Frigates, 2 Destroyers, 3 Cruisers and 4 Capitals.
May also be worth giving the icons for each class thier own colour, so text can be dispensed with entirely if it needs to be displayed small.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 03, 2022, 02:14:43 AM »
I want the player to have to make tradeoffs and difficult choices about terraforming, instead of there being an "optimal" planet configuration. Allowing removal of certain conditions that block special items would not be in line with this goal.
This goal might possibly be better served by moving minimal volatiles to the Terran type, since:
  • Tundra is the only cold terraformable type, so there's no choice involved for cold worlds.
  • Terran is the "best" class for being guaranteed to not have to deal with temperature conditions (either by default or the presence of mirrors).
  • A non-trivial number of players already seem to gravitate toward Terran as the "optimal" default target anyway.
If Terran did get this farming "debuff" then the player can still choose Jungle or Arid if they specifcally wanted to avoid that. And those potenatially have other issues to deal with that make them "unoptimal".

Alternatively, if you really wanted to tease the player with this kind of thing you could not have any guaranteed volatiles for any terraformed type.
But every time a planet is changed to a habitable type they'd get a hidden event that "rolls" for the discovery of volatiles. (All habitable types have a roughly 9% chance of having any in the vanilla procgen. ;) )

Blog Posts / Re: Hyperspace Topography
« on: October 27, 2022, 07:53:23 AM »
If you can't stack patrol fleets out the wazoo to stop all assault, then having all your eggs in one basket is much less appealing.
Being limited to a single military base won't stop people from "single system" colonising, simply because it either lessens or ignores a ton of hassle that many players don't want to deal with as they don't find it all that fun or engaging.
And each individual system not being able to defend itself so well is actually a big incentive to concentrate everything into a single system, so the player can "firefight" problems themselves and concentrate defence as much as possible by other means.

P. sure this change would have the opposite effect.

Suggestions / Re: Food Comsumables.
« on: October 18, 2022, 11:57:01 PM »
All I see here is micromanagement that there's a punishment for not wanting to do.

Suggestions / Re: Can we please have a "ban" option for blueprints
« on: October 17, 2022, 11:19:42 PM »
If it helps any, don't think of this as a request for a "ban this ship" option.
Think of it instead as a "de-prioritise this ship" option - the opposite to what is already in place.

Suggestions / Re: Can we please have a "ban" option for blueprints
« on: October 17, 2022, 10:52:26 AM »
Shipyard Admin: "Well which cargo ship do you want instead of a Buffalo?  You can't build a fleet without any logistics ships. Hyperions don't repair themselves."

Player: ...
          "Dude, you filled half a patrol with converted Buffaloes, they don't have any cargo space what the f...udge are you talking about? Can you just stop doing that and use one of the dozens of actual combat ship prints I got you."

Shipyard Admin: "lmao. No."

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