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Topics - cp252

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1
Bug Reports & Support / Decivilise bug
« on: December 05, 2018, 12:56:54 PM »
Should be easily reproducable:

1) Raid the everloving *** out of a planet and disable all its industries.
2) Check that stability has hit 0.
3) Wait a year or so, possibly more.
4) The moment the planet becomes decivilised, colonise it.

The following bug will then be encountered:
- The disabled industries will continue to be disabled for their remaining timer when you build them.
- Building said industries will create an enormous stability penalty for your colony.
- Your colony decivilises within days.

Also, any ruins which were on the surface (in this case, extensive ruins; the colony was a size 7) are replaced by scattered ruins from your young colony which just collapsed.

Questions:
1) Is there some way to change the amount of time acceleration? Or perhaps a toggle button? I've been leaving my computer running with a weight on the shift key.
2) Eventide's solar shades and mirrors stay Hegemony if it gets decivilised and gets recolonised by the player. Is that intentional?

2
General Discussion / UI is way too obtuse
« on: November 09, 2014, 11:52:48 PM »
Aha, nice rage inducing thread title.
Okay, let me make this clear first: Starsector's (I'll always call it Starfarer in my heart) complexity is what sets it apart from superficially similar space combat games like SPAZ. It's the reason I still have the shortcut on my desktop after more than a year of periodic cleanup, though I haven't come back and played in a while.

Here's the issue I'm having. Since the game has gained so many core features and significant rebalances since I've last played, I've got a bit of a noob perspective on things now.

I don't get any of it.

I'm reading the balance discussions and I'm intrigued at all the different stats weapons have and I can't tell which weapon has what anymore. They're meaningless numbers, and I don't think every new player would spend hours in simulation trying to work it out.

Also, it's been mentioned in depth before but outside of combat I am completely lost. Trade is incomprehensible.

Perhaps some UI work needs to be done on all sides? Take burn for example. It needs to be a kot more obvious when a particular ship is affecting your burn speed. I thought the shepherd was a fast carrier until someone pointed out it was too slow to keep up with a frigate fleet. Maybe a little bar in the fleet menu with sprites of your ships arranged along it like they're running a race? So I can instantly see who's fast an who's dragging their feet. That kid of thing. Side by side comparison interface would be nice too, like seeing a selected ship in the tooltip next to whatever ship you're pointing the cursor at, for easy comparison.

-typed on mobile, sorry for mistakes

3
Discussions / Razer Nostromo
« on: June 03, 2012, 01:01:33 PM »
So I saw this on that webseries Video Game High School.
It looks really really cool...
Has anyone else used it? It seems like it'd be great for Starfarer.

4
Suggestions / Avoid command
« on: May 30, 2012, 05:48:48 AM »
I'm damn sure this has been suggested before, and it's definitely not my idea, but I'd like to bring it up again.
Please let me tell my ships to avoid certain enemies. I've lost too many ships because my ADD captains decide to get distracted from their orders and go poke at the Onslaught with their little machine guns. I'll deal with that big scary capital when I'm good and ready, not when my captains decide it's time.
Or even let them avoid each other. I want to be able to use my big guns without little frigates flitting around past me when I'm dueling a capital they can't handle. Then they get killed. Sometimes they plant themselves in front of my tachyon lance support.

5
General Discussion / Missile priority
« on: May 28, 2012, 09:47:30 AM »
How do missiles choose which target to hit? Proximity? Ship size? Whether they were set as target? I was fighting an Enforcer with an Onslaught nearby once, and my harpoons veered off course to go for the Onslaught. The Enforcer was closer.

6
General Discussion / Standing Orders
« on: May 25, 2012, 04:20:51 PM »
What are they supposed to do? If they're meant to tell ships not to fire certain weapon types, it doesn't work..

7
Bug Reports & Support / Cowardly Tempests
« on: May 17, 2012, 12:32:42 PM »
I think this might have been reported before...
My Tempests tend to stay just out of range of all their weapons, for entire battles. They just circle the enemy quietly.
Other ships are a bit too scared to approach the enemy as well, but Tempests never even get to fire.

8
Bug Reports & Support / Repair bug
« on: May 09, 2012, 12:47:23 AM »
When I use station repair facilities with no supplies it says I have no supplies. Alright. So I go to the cargo screen and add a thousand, then I exit and use the repair facilities again. It consumes the resources needed but no repairs are done. I brainlessly hammered the A key three times until I ran out of supplies before I noticed.

9
General Discussion / Phase Charge Launcher
« on: May 06, 2012, 03:45:46 PM »
I know it's an ASW weapon, and the 'submarines' in question haven't been implemented, but has anyone found a use for them in the current game yet? They seem pretty damaging but I haven't played with them much.

10
Suggestions / Forum Postcount
« on: May 06, 2012, 11:30:07 AM »
Can we... not have one? It's nice to know that Alex is the most frequent poster on the forum, but other than that it sort of encourages content-less posts. Like bumps.
I'd much prefer a reputation system.  :P

11
General Discussion / Taking defense fleets within FP limits
« on: May 03, 2012, 12:56:48 PM »
So... how exactly do I take on the system defense fleets within the new FP limits? I always get slaughtered.

12
Suggestions / Dragging disabled ships with you?
« on: April 18, 2012, 10:09:26 AM »
It'd be nice if we could tow a disabled ship along with our fleet, causing a massive speed penalty and taking a really long time and plenty of supplies to even get moving again. After all, ships are meant to be hard to get later on, and the 'destroyed' effect is already in place, no need for 'disabled' to do that. Perhaps if you have a certain capacity for disabled ships, and perhaps only enemy ships which are boardable can be subject to this- I just don't want to lose my ships too easily.

13
Suggestions / New Weapon Group: Point Defense
« on: April 18, 2012, 12:30:16 AM »
All weapons put in here, no matter their normal role or their size and type, automatically prioritise fighters and incoming munitions. This group can target multiple targets at once, and cannot be player-controlled.
It sounds like a cool concept to me, though I'm not such a minor feature really warrants the effort...

14
Modding / Adding ships to stations
« on: March 09, 2012, 06:36:11 PM »
Can someone help me with adding ships to station stocks? I found a edited convoy spawn file for the Gun Runners mod, but it's from a month ago and doesn't work any more.

15
Bug Reports & Support / Conquest AI
« on: March 09, 2012, 04:49:59 PM »
Conquests appear to be incapable of delievering broadsides when piloted by the AI.
Thread here. http://fractalsoftworks.com/forum/index.php?topic=1525.0

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