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Topics - Space Cowboy

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Bug Reports & Support / o.96a quest bugs
« on: May 07, 2023, 11:06:09 AM »
I've made two characters so far on this patch, one to explore the new dictat stuff and another for the church. The first character has not run into any issues but the luddic character's save file seems buggy.

1. Old man/ boy/ robot quest keeps re-appearing in bars after I already turned it in.

2.  Luddic pilgrims to gilead quest cannot complete, after selecting "visit the shrine with the pilgrims," the quest does not update and just stays in the log until it expires. After that it then re-appears in bars and has the same issue again.

The only difference between the two save files is that I activated the Interesting Portraits mod for the second file. Maybe that is causing the issue but it seems odd that portraits would mess with anything. Other than that there are no mods active.

This is the save file that is buggy: https://drive.google.com/drive/folders/1PCZ3-QuR46YYc_haEGB5j6XptcsXDp7A?usp=sharing

2
Suggestions / Fleet size limit, talents, and state of end game
« on: July 31, 2022, 10:27:22 AM »
I realize I'm casting a wide net with the title of this post, but I'm going to be focusing on things that specifically effect end game meta.

1) Fleet Size Limit(FSL):

The way it works presently, the player is forced to spam capitals which is expensive, slow, and gets old very quickly. I usually quit the game and start a new one once fleets are scaled up to this point bc it just isn't very fun. I know many people have already asked for an increase in FSL, and while I haven't scoured every post on the topic, I'm assuming there are reasons why that can't be implemented. My suggestion is instead to make frigates count as 1 ship, destroyers as 2, cruisers as 3, and capitals as 4 or maybe even 5. I think this would diversify fleets a great deal. If the cap could be bumped up to 40 or 50 that would help as well.

2) Talents:

Talents are another factor forcing players into capital spam. Many of the talents revolving around smaller ships are really cool in theory, but are not viable in the late game so I'm going to go through some specifics and what I think should be different about them.

 -Wolfpack: It works quite well until the late game when all the CR bonuses in the game won't be enough to make the limit of 10 officers hold out long enough in smaller ships to take on 10
  capitals. I think a. players need access to more officers (which I believe is something that is in the current dev build) and b. this talent needs a scaling modifier to make it viable at all stages. For
  example, it could scale off of the player's level or the same mechanic that scales enemy fleets. This talent would also be buffed by the FSL change above.

 -Coordinated Maneuvers: It's difficult to notice the effect of nav rating and ecm rating so tbh I'm not sure how well this one works. In theory it seems good but the same issues with FSL and
  officer limit apply here.

 -Tactical Drills/ Flux Regulation: The DP cost limit does not really work, even fleets of smaller ships will end up over this limit and the bonus feels negligible. Instead of dp cost limit, it should just
 give a larger bonus to smaller hulls. To keep it from being broken in the early game, it could also have a scaling mechanic based on player level or the enemy fleet scaling bonus.

 -Best of the best: I'd like to see a ship size element to this talent. For example: capitals are unaffected, cruisers can build 1 extra s mod, destroyers 2, and frigates 3.


3
Bug Reports & Support (modded) / Adding Stable Location
« on: July 24, 2022, 04:01:50 PM »
Hello, I cannot seem to add a stable location to my system. When I interact with the star it just says "your fleet approaches Beta Ang." Are there any known mod conflicts that might cause this or could I be doing something wrong? I have all the materials in inventory. It is a binary system but both stars just say the same thing when interacted with.

4
Bug Reports & Support / Strange AI for station defense
« on: July 20, 2021, 10:16:55 AM »
Hey guys, I'm not positive if this is a bug or being caused by a mod but when I try to defend my space stations during expeditions etc., my patrols will just sit super far behind the station doing nothing and taking up DP. Once the station is destroyed, they act normally, and I have noticed some of my own ships will behave the same way if I tell them to escort the station. Does anyone else have this issue? It's quite frustrating because I end up only being able to depoloy 1-2 ships to defend against an entire armada and my maxed out stations are inevitably lost every time. Ironically, if I let the battle play out without interfering I usually win.

5
General Discussion / High Scatter Amp Discussion
« on: April 04, 2021, 11:51:42 AM »
Has anyone found a viable build using the high scatter amp? So far I've tried it on a Fury with phase lances/ heavy burst lasers and it misses a lot and even when it connects it's underwhelming. I've also tried it with the same weapons on a Champion with unstable injector and in an evenly matched or harder fight it just gets melted before it can have much impact. It seems like an interesting mod so I'd love to find a way to use it.

6
Suggestions / Player Faction Customization Options
« on: March 08, 2020, 12:31:21 PM »
I have some ideas for more pc faction customization:

1. Basic recolors of existing hulls that the player can choose from to create a unique faction appearance
2. The player is given a budget based on current planet/ faction level, and then can select hulls and loadouts for npc patrol and security fleets the faction will use.
3. Ability to recruit admirals to the player faction similar to vassals in m&b. They could be assigned certain tasks like defending a specific planet/system, raiding an enemy, exploring, etc.

7
Suggestions / Freelancer option
« on: March 08, 2020, 12:25:07 PM »
The freelancer mount and blade mod is one of my favorites, it allows the player to join an npc army (or fleet in this case). I think it would work amazingly in starsector as well. This could add a nice early game option and a new rp path. You could slowly earn creds, experience, relation with the admiral, and relation with the faction. As you level up you might have the option to upgrade your ship hull and loadout. You could rise through the ranks of your faction, and perhaps eventually be offered your own command.

8
Bug Reports & Support / Changing Product Key on Windows
« on: September 21, 2019, 02:13:11 PM »
Hi, I found this game through sseth's youtube video and tried it out with the key he provided. I loved the game so I purchased it for myself but I'm not sure how to switch the product key to the one I bought. I found a thread for switching the product key on a mac https://fractalsoftworks.com/forum/index.php?topic=16506.msg262147#msg262147 but I have no idea what the windows equivalent folder would be. Thanks in advance.

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