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Starsector 0.98a is out! (03/27/25)

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Topics - killtime101

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1
General Discussion / This might be a dumb question.
« on: March 21, 2025, 09:44:07 AM »
Do enemy ships actually have their potential capacitors and flux vents filled out for their loadouts? Because I don't really know if they do or not.

2
General Discussion / High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 10:58:18 AM »
I like the fact that it makes beams deal hard flux, especially for high intensity lasers and tachyon lances. The range decrease doesn't seem to be that noticeable, plus it increases damage by a little bit. How is it in your experiences? Any more Niche uses you like for it? Is it a good hullmod for your beamer ships?

3
General Discussion / Stealth and a lack of sensor arrays
« on: February 21, 2024, 08:24:20 AM »
So, I get a lot of smuggling/stealth missions close to military worlds in star systems without sensor arrays. How am I supposed to navigate these when there are 3-5 fleets consistently at the planet all the time? Sometimes I try to do the old sensor ping and run technique, but it either doesn't work and they immediately go back to the target world, or I see another fleet insta-spawn.

4
General Discussion / What would hard mode/sector large mode be like?
« on: February 15, 2024, 09:30:00 PM »
Since this gets mentioned occasionally due to these 2 settings being seemingly an incomplete set, I wanted to ask this question. How would both of these variables work if implemented?

My guess for hard-mode/star-farer mode would be increased fleet sizes and more occurrences of S-mods in enemy fleets. That and/or perhaps reduced resource salvage rates and less ship recovery chances?

Maybe large sector sizes has constellations/nebulae that are double size, with a bit of an increase in the sector north/south distances?

I think these are basic guesses. If there are more interesting ideas I would like to hear them.

5
Suggestions / fleet cowardliness/indecisiveness towards Ziggurat
« on: February 14, 2024, 03:36:31 PM »
It seems like player fleet AI likes to bug out in this fight when it comes to fighting the Ziggurat boss ship.

I have a full fleet, with 2 capitals (one a legion XIV carrier, one an Executor), an aurora, a fury, a monitor, a dominator, a medusa, a hyperion, and a scarab. They have an opportunity to come in closer to it do keep it occupied (as in weapons are ready to fire, low flux, engines are ready, and in range with a clear shot on it) but instead they come in one by one, giving the Ziggurat a chance to spam motes and recover it's flux. It took me a few tries to carry the fleet with the executor and it's autopulses due to this.

6
General Discussion / What sector age do you prefer?
« on: February 12, 2024, 07:10:00 PM »
I have been playing with mixed sector age for a while now, but I was wondering what other sector ages people like? How is the experience different?

7
General Discussion / Grendel is good In my opinion
« on: February 04, 2024, 08:41:58 PM »
I have just started running a new playthrough with the hegemony. Got enough credits to outfit the new Grendel pretty good with. Heavy maulers and needlers fit perfectly on it, with some sabots and some basic PD of  light machine guns and a flak cannon on the upper left. For hullmods I used Safety overrides and heavy armor, using the spare OP for dissipation and a little capacity. I think it is suitably balanced so far for what it's function is in my fleet of being a hunter that prowls the outskirts of the battle space for loose ships to clean up. Other then that I don't have much else to note since I have just barely acquired it.

8
General Discussion / How much is 1 inventory space?
« on: January 21, 2024, 09:54:35 AM »
Say you got one unit of supplies or heavy weapons, or maybe an AI core, whatever can fit in 1 unit of inventory capacity. (Excluding ship guns and other multi-unit items)

What is the size/amount of one inventory unit capacity? Is it a ton, a metric ton, a megaton etc etc? I just wanted to ask this since it seems like a fun question.

9
Bug Reports & Support (modded) / "Doomed Ball" combat AI behaviour
« on: August 13, 2023, 10:33:21 AM »
For some reason sometimes a bunch of my AI controlled ships will just clump up into a tight ball and start drifting in a random direction slowly. Even if there are actual paths for them to move out of this "Doomed Ball' behaviour they will not untangle. As a side effect, they will not attempt attacking even when being attacked by enemies. Prompting them to move separately with differing orders does not help.

10
Suggestions / A relatively silly idea.
« on: August 12, 2023, 06:45:51 AM »
I want to click and drag the ships around on the main menu. Make them flip around and crash into each other and throw them about. That is all.

11
Bug Reports & Support / Exception in LWJGl initialization error
« on: December 13, 2022, 04:11:07 PM »
I just got a new computer running on windows 11. I re-installed starsector on it, but I cannot run the game due to an error that says Fatal: exiting-exception in LWJGl initialization. I cant do anything to change anything related to display bit color amounts and it feels like I am beating my head on a digital brick wall here. It does not even show the launcher for the game so I dont know what to do.

12
General Discussion / how to avoid pirates?
« on: December 14, 2021, 09:21:54 AM »
So with the beginning start/system there always seems to be like 2-3 pirate groups that hound my butt when I go into hyperspace, they always are near the jump point and consistently try to force a battle. How do I deal with them/avoid them?

13
Bug Reports & Support / fatal error initializing music source?
« on: January 13, 2020, 05:55:12 PM »
For some reason when I try to run the program fullscreen on a screen with the resolution of  3840 by 2160  on my television it hard crashes the game saying  fatal error intializing music source - Al error 40964.

What in all that is holy happened?

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