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

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Messages - Mr. Sterling

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1
Bug Reports & Support / [0.9a RC10] flux and weapons
« on: December 05, 2018, 02:05:40 AM »
flux is rarely at 0 when not using shields or weapons hangs around 260 (heron fast carrier).

weapons set to auto dont work all the time when there no flux (heron fast carrier) 1 gravaton beam 6 tactical lasers 3 wasps with integrated point def mod. set ship on auto pilot it changes weapon group automatically usually to group 2 take off auto pilot change back to weapon group 1 and group 2 and group 3 wont fire (under weapon groups all weapons are on auto)

when using auto fit after creating a custom fit and saving it it wont correctly add the fit to the ship in ? you are trying to auto fit

when officer is found after u have reached max officers can place extra officer on ship using auto assign idle officers button then can move officer to any ship u want that officer on.

how about an officer storage section so can change officers when changing fleet ships

2
Blog Posts / Re: Raids, Bombardments, and Planetary Defenses
« on: August 16, 2018, 08:38:48 PM »
Sounds like fun.  ;D

I thought we were the testers :)

3
Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 25, 2018, 04:17:06 PM »
think you missed the point


if i become friends with the pirates then a random event happens and the pirates attack my outpost now im an enemy for defending what is mine.

when accept trade mission and get attacked by pirates waiting out side the jump point for me because i accepted the trade mission when my rep says im friends with them now im automatically switched to enemy again because i defended my ships and cargo wtf

easiest fix would b make the events, trade and kill missions so they don't affect rep.


i know the pirate ships are not that good ultimately i want to b able to create my own faction and sell them better ships have my own base where pirates (or a any other faction) can come get ships and out fit them from me.

4
Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 16, 2018, 09:40:24 AM »
What if you are a pirate?

5
Bug Reports & Support / Re: possible bugs
« on: May 10, 2017, 11:51:51 AM »
Devastator Cannon:

High Explosive (PD) Range 900 {PD i'm guessing standing for point defense)

when u hold your mouse over it in the store it says:


Primary Role: Assault


6
have had the same problem in game not in missions where ships exit burn to soon or 1/2 dont even do the burn

7
Bug Reports & Support / Re: possible bugs
« on: May 09, 2017, 09:06:42 PM »
ok ty alex guess it was just my perception

8
Bug Reports & Support / Re: possible bugs
« on: May 09, 2017, 08:09:03 PM »
dont have mods that effect weapon range and none my combat ships are damaged.

really dont know how to explain it.

ill send you my save stay where the ships are and play the fight that going to hit you. (as this is the fight that seems to have way more range on enemy side)

it could be just my perception but it also seems they getting more deployment points then me in this fight.

and ty alex

9
Bug Reports & Support / Re: possible bugs
« on: May 09, 2017, 07:01:56 PM »
Think there something way off on weapon range seems range 500 on enemy ships are more like 1500 they always seem have way more range then me and i use graviton beams (1000 range) with tactical lasers (1000 range)

10
99% of all trading will net you a loss in $ even in food shortages. Fastest way to earn cash is missions, and then buy from BM if possible to earn even more $.

you can also turn off transponder destroy the food shortage relief fleet steal the food then turn it in yourself.

Did you look at the screenshot mate? Did you play .7? This is not how the system worked before. I'm immensely frustrated with the numerous people who are offering advice (which I appreciate, I do!) but are refusing to acknowledge the obvious discrepancy here.

The fact I can steal the food and turn it in is 100% irrelevant here. The economy with the shortage is asking below base price for it.



yes there is a massive discrepancy. No i didn't look at the screenshots as i have been playing since before game was called Starsector (long time ago) and know about the messed up trading system. originally you could make a massive profit from hunting ships and selling them to markets but you cant do that any more ether.

11
99% of all trading will net you a loss in $ even in food shortages. Fastest way to earn cash is missions, and then buy from BM if possible to earn even more $.

you can also turn off transponder destroy the food shortage relief fleet steal the food then turn it in yourself.

12
Bug Reports & Support / Re: possible bugs
« on: May 08, 2017, 12:51:30 PM »
:) no worries am glad to help. Will continue posting here as i find something questionable.

13
Bug Reports & Support / Re: possible bugs
« on: May 08, 2017, 12:04:18 PM »
Cerberus LP - that's not a bug.



yes i Understand about Cerberus (LP), was asking if it should be Cerberus (LP) (D)?

because of the faulty power grid and the ill-advised modifications.


"incorprensible" - that's not vanilla, please report in the mod's thread.


Alex My game is not modded it is vanilla.


i can send you my saved game if you like.

14
Bug Reports & Support / Re: possible bugs
« on: May 08, 2017, 10:11:42 AM »
Beholder Station:

When you visit it at the end before you leave it says "Does something incorprensible". Think you meant "incomprehensible"

15
Bug Reports & Support / Re: possible bugs
« on: May 08, 2017, 09:48:31 AM »
Cerberus LP Frigate

hull mods: shielded cargo holds, Faulty power grid, Safety overrides, ill-advised modifications

because of the faulty power grid and the ill-advised modifications shouldn't it also b (D)?


Same with the Brawler. if so might want check the rest the LP Ships.

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