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

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Topics - GenericGoose

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General Discussion / Contacts don't care much about you robbing them?
« on: April 06, 2021, 01:41:44 PM »
I've not tested this much, but I had to cancel a mission to smuggle 300 organs, and the relations hit was laughably small - 1 and 2, don't remember which is for the contact and which is for the faction. What if I did that with one of those trade missions that give you a 1000 guns? And then you could really just scam pirates anyway, because who cares! Unless there's a consequence I'm unaware of, do they send mercs to punish you?

2
Suggestions / about missiles
« on: January 28, 2021, 02:40:47 PM »
I've noticed the squall targeting changes and phase ship AI reworks in the upcoming update (can't wait for it!) and have a few related ideas. One thing that I really dislike about phase ships is the AI ships love wasting missiles on phase ships they can't possibly hit. They routinely waste hurricane missiles and you can even bait enemies into wasting reaper missiles. Another thing is overkill - AI loves to absolutely nuke lone frigates with 5 hurricanes, instead of firing into a group or a bulkier target. I suppose that might be an issue with missile targeting. Either way, I think AI and missiles could use some better target evaluation, because right now it feels like AI is misusing most missile weapons way too much, outside of a few (locust, hurricane, pilum, annihilator, sabot are good), due to the sheer volume of projectiles, fighters, PD, poor targeting and limited ammunition, unless you have a full fleet of missile ships, in which case quantity wins. Meanwhile, carriers get essentially unlimited missiles and arguably a better way of delivering them (tridents are insane).
I'd say these are also the reason the singular torpedoes are fairly useless? The AI will likely use them up on the first ship they meet, likely a complete waste. They are way too generous with missiles, spamming them, instead of using them more conservatively to tactically destroy high-value targets. I suppose that could be a sort of weapon setting?

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Bug Reports & Support / Colony item duping
« on: January 28, 2021, 05:56:34 AM »
Hi. I've found some weird exploit that let's you dupe things you can put into the colony buildings. Not exactly sure how it works, but it seems that if you click the button that opens the window for installing the parts, either really fast or in a specific way, you can get 2 of those windows at the same time, take the item out, confirm, then the 2nd window will still be there with the item that you can also remove, getting 2. You can also presumably put items into both of those and lose them. This duplicate window glitch seems to also happen with some other UI elements, like the incentive allocation button, I think I've lost some money by allocating twice, for no benefit.
I can't do it consistently and not sure how it works. I just click open the manage ai core window and sometimes it creates 2 windows on top of each other. I use nexerelin and no level cap mods, but that probably shouldn't affect this.
edit: I managed to get 3 windows at the same time, getting 2 items for free (pristine nanoforges this time). It seems that you need to open the windows really fast, probably requires multiple clicks per frame

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