Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - gruberscomplete

Pages: [1] 2 3 ... 17
1
General Discussion / How to create comm relay?
« on: December 01, 2018, 08:32:39 AM »
Hi, I have created several colonies in a system before I realized that there is no way to add a comm relay (there are no stable positions in the system). This prevents me from viewing the global market info data for my colonies.

Is there a way to at least gain market info in a system with no comm relay?

2
General Discussion / Re: Disable interface sounds?
« on: November 25, 2018, 07:06:24 AM »
A rather DIY solution... but you could always just replace those two files with a 0.1 second of silence empty ogg file :)

I mean the files are all just there, and you've already identified them.

I mean, I know what they sound like, and I have a music editor on my PC, I just don't know the exact names of those 2 files

in sfx_interface folder:
- ui_static0[1,2,3].ogg
- ui_button_pressed.ogg
- ui_button_mouseover.ogg

so setting amplitude -60dB works fine.

3
General Discussion / Disable interface sounds?
« on: November 25, 2018, 06:42:21 AM »
Specifically, the ones which happen you pause the game (1 - "white  noise") and the one where you hover over one of a market's interface options (2 - "tick").

2 - Open the comm directory , Take a shuttle down... ,
and also cargo interface - Open Market, Black Market, All, ship weapons, resources

4
I tried that already but it still crashes.

5
So you still haven't found a solution to this issue? This has been bugging all of my saves really badly

6
Is it possible to change fleet distributions so that fleets have mostly 1-2 ships instead of like 8?

Is there a mod that does this?

7
Bug Reports & Support (modded) / Re: Save takes forever and then crashes
« on: November 25, 2017, 08:32:24 AM »
In your starsector.log do you have an error at the bottom? It may say something there that the game doesn't report.

8
Blog Posts / Re: Economy & Outposts
« on: November 01, 2017, 08:56:58 AM »
You know what would be fun to do with the AI ideas?

Let's set the history back a minute, and have the player experience the Second AI War.  That gives us:

1.  A Faction that wants to expand (and evaporate our outposts).
2.  A big-bad to fight, who gets stronger over time if not fought.
3.  Something that can destroy the Sector (finally, a credible threat).
4.  Possibility of working diplomatically with the Sector's other players to solve the issue (or fail, and everybody dies).
5.  Excuses to have ultra-tech show up to push players outside the normal power-curve in late-game play.
6.  The events in question can happen whenever we want or even shut off in the options, so the game's difficulty ramp can get tuned better.

Or we could just jump to the THIRD AI War.

9
Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
« on: October 31, 2017, 05:04:20 PM »
Really like the original art-style of the Copernic and Bulwark. The opportunity looks like it would be interesting to blow up.

10
General Discussion / Re: Legion: What role does it have in your fleet?
« on: October 07, 2017, 05:19:20 PM »
Heavy Assault Battlecarrier.

Kinetic loadout: 2x Mark IX, 3x Heavy Autocannon, 0 point defense (shields take all damage)

High Explosive fighter bays: 4x Khopesh bomber wings

Hullmods: Unstable Injector, (ITU as needed).

Put the rest of OP into flux capacitors and vents

Playstyle:

burn drive straight at the enemy, recall fighters until enemy shields are down, then deploy bombers to obliterate everything. This rips apart onslaughts and everything else.

Officer: Aggressive or reckless. All carrier skills, must have "higher speed" combat skill

11
Suggestions / Re: Customizable ship auto-configuration (Autofit)
« on: October 07, 2017, 04:22:48 PM »
I guess it must be my play-style affected by a custom settings.json:

  • 100% recovery chance. If I am playing industry, I will automatically recover every ship lost in battle, so I don't care if they blow up, or the amount of crew casualties suffered.
.
  • If I am playing high-tech and leadership, then I won't use a ship if it has any D-mods at all, making recovery pointless. In this case, I'd prefer highest possible flux/speed/weapon performance rather than hull strength.
.
  • I stress the phrase "customizable," because every play-though has a different goal and faction (if playing nexerelin). One game I may want SO, and another I may want fancy flux-boosters or more specific faction loadouts.

12
Suggestions / Customizable ship auto-configuration (Autofit)
« on: October 07, 2017, 09:00:11 AM »
There is a useless option in the autofit screen:
Always add "<useless hullmod>"

I like to equip flux distributor / flux coil adjunct instead of bulkheads and blast doors.

It would be nice to be able to customize the autofit options, and allow for new ship builds:

Always add "advancedOptics" to beam-heavy ships.

Always add ITU to frigates (it is only 2 op). --> always add to destroyers, etc.

Always add Unstable Injector when ship speed is below 100/90/70/50 (customizable)

Always add missile racks and ECCM (if enough OP) to missile boats.

Avoid adding "<hullmod>"

Add converted hangar to everything and equip interceptors (+0 OP)

Ship focus (for new variant generation):
Assault, support, sniper/kite, missile boat, carrier.


13
Blog Posts / Re: Economy & Outposts
« on: September 30, 2017, 08:25:44 AM »
I think you're overselling the AI is going to kill you idea somewhat. We regularily hand over gunnery control to AIs on ships. We've got AI drones being used for combat. It's probably just putting extremely high grade AIs into unsupervised positions that's risky. You know, pointing a brilliant AI at an automated factory and saying "go build combat ships and fight the Hegemony" and then walking away - the Tri-Tachyon way.

I mean, the Tri-Tachyon were extremely successful with that approach, given how the Hegemony was nearly crippled twice from the AI wars.

You could say that it might be more advantageous to an AI to follow orders than to disrespect them, and in this case it was given the freedom to do anything it wanted, yet we still have the outcome that the AI was true to it's commands and didn't go about conquering the Tri-Tachyon.

So we could say that your Alpha-level AI administration would be very happy to build you a stellar empire.

14
Blog Posts / Re: Economy & Outposts
« on: September 25, 2017, 09:49:37 AM »
@FooF: Cool writeup!

Beta Cores are an upgrade over mid-level humans granting +25%. Beta Cores have a slim chance of sabotaging the sector they are assigned to and will permanently lower the "level" of that sector (if you had ultra-rich ores, they're now just "rich"). If you have human administrators somewhere on the outpost, they will alert you to suspicious activity so that you can remove the Core before it does so. Other AI will not alert you, so it behooves the player to have a least one human officer somewhere on the outpost. Due to how the cores are slaved to your personal ID chip, you have to physically be present to remove AI cores. Hence, if you get a warning that a core is about to go rogue, you have to travel there to remove/replace it.

[...]

Low-level officers will not be able to recognize an Alpha's schemes but mid-level and high-level officers will.

Alpha cores subtly manipulate events to get humans who might threaten them demoted or fired, thereby protecting their own position.

(not a serious suggestion; among other things it wouldn't work in a video game as long as GameFAQs exists)


I think you're all forgetting that all AI cores are rigged to explode upon treason. Thus our systems could be left without administration at any time, causing stability to drop until human officers get put in charge, or a replacement core is assigned to oversee the outpost until it too betrays you and explodes.

15
Modding / Re: Would anyone like to help make a faction?
« on: September 22, 2017, 05:52:36 PM »
try out ezfaction: http://fractalsoftworks.com/forum/index.php?topic=12504.0

No coding required to create a star system and markets. You still have to setup the hull and variants for each of your ships. There are tutorials for that under modding resources. There is quite a bit of work to do for every ship you add. I'd recommend you start with only one ship and avoid adding custom weapons and missions if you don't know java.

In addition, you have to know how to structure your mod folder and create a mod_info.json for your mod.

Pages: [1] 2 3 ... 17