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Starsector 0.97a is out! (02/02/24)

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Topics - Lorebot

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Bug Reports & Support / How long to get my key back?
« on: November 28, 2023, 04:32:02 PM »
I rebuilt my computer a few months ago and in the process I seem to have lost my Starsector activation key. I sent an email to bmtmicro to have them look it up a few days ago but I haven't gotten any sort of message back from them. Does anyone know how long this usually takes? Is there anyone that can help me check in on the process to see if there's some sort of issue?

Today someone asked in the discord what the purpose of the Thumper is in the game and in the ensuing discussion someone mentioned that there essentially is no way to hit 'bare hull' anymore. I was very confused by this so I went digging on the wiki and it seems to confirm that armor can no longer be completely stripped from a target so if the target has any armor to start with there's no way for Flak damage to ever be fully applied. I recognize that armor will always provide 5% of its starting value for damage reduction even after being stripped from a target, but I had assumed that once stripped the damage would be applied vs hull not against armor.

If this is actually how it works then not only does it make Kinetic damage sub-par for finishing a target, but it makes Flak damage mostly useless against anything that has any armor at all which includes fighters and bombers which seem to be some of the targets it's actually meant to deal with most effectively.

I understand the change to allow armor to always provide 5% of its base value do the damage reduction calculation, but I had assumed that once stripped the damage would be applied vs hull allowing Kinetic and Flak damage types to do full damage against the target. Am I mistaken? This doesn't make any sense to me from a balance standpoint...the whole point of Flak damage is to be able to quickly knock out fighters and missiles, but if fighters always have armor they'll only ever take 25% damage from Flak which defeats the purpose of using the damage type against them.

I happened to get both an Extraction and Ransom mission on Umbra. When I went to the planet I contacted the Fence for the Ransom mission first and decided to send my marines in to rescue the hostage. On the 'choose objectives' menu it listed both the Ransom and Extraction targets and I chose to do both at once, but when it was over the Extraction objective didn't complete. I was unable to perform another raid and I figured the Extraction mission was bugged somehow so I reloaded a save and tried again. This time I did the Extraction raid first and the mission objective updated properly for me, but when I clicked on the Fence for the Ransom and chose to send marines to rescue the hostage the Extraction mission objective was still in the list of available objectives. I ignored the Extraction since I'd already done it and the rescue worked fine, tho I feel like I lost way more marines in the rescue than normal which is possibly intended since the station was already on lockdown and I shouldn't have been able to perform a raid.

I'm gonna start a new save branch in case having the save would help somehow.

General Discussion / Weapons Cache inside a star?
« on: April 27, 2021, 03:59:41 PM »
Any of you guys seen this before? I was under the impression that objects couldn't actually fall into a star/black hole but that doesn't seem to be the case. Is there any way to reach this or is it just lost?

[attachment deleted by admin]

Bug Reports & Support / Bug with Automated Ships CR?
« on: April 26, 2021, 07:36:50 PM »
So either I'm confused, there's a bug in the CR for automated ships, or both?

The skill says my automated ships should have 73% CR, but they're not going above 50%. I have 41 automated ship points in the fleet, that's above the 30 so it's being reduced from 100% to 73%. So why aren't they going up to 73%?

Suggestions / Strafe and Turn to Cursor should have a toggle
« on: April 21, 2021, 06:52:16 PM »
I'm glad that there's a setting to invert the behavior of Strafe from holding the key to strafe to holding the key to not strafe, but more often I wish I could just toggle between them without having to hold a button down. Especially with broadside type ships like the Conquest I find it really frustrating to have to manage holding or not holding shift when I could just be toggling instead, and it's even worse if I have to change Command ships during a combat because smaller faster ships work better with strafe on while larger slower ships usually work best with it turned off and having to pause the game and change that setting when switching ships in combat is tedious.

Suggestions / Missing Keybinds in Settings
« on: April 21, 2021, 06:44:12 PM »
There are a bunch of keybindings that you can't change in the Settings of the game. Most of them don't bother me much, but the key for Cargo being unchangeable from the I key is frustrating.

I hate having to move my hand away from resting on WASD to open my inventory, in every game I play I always change that key to B...but here I can't, so I either have to click the button at the bottom of the screen (which sometimes I can't because alt+tab can make that part of the screen unclickable), move my hand from my mouse to the right side of the keyboard, or I need to look down at my keyboard so I can hit the I key with my left hand. It's tedious and inconvenient.

Please add the keybinds for the different tripad screens to the settings, or just add B as a second keybinding to the Inventory.

Does anyone have any tips for handling stealth missions? Every time I'm supposed to smuggle something or go do something without attracting attention (like deploy a spy satelite) I can never reach the location without being harassed by patrols. I've tried a bunch of things and no matter what I do the patrols are always just close enough to interfere and I end up having to fight them to clear the area before I can do the job. My fleet's sensor profile while dark is under 200 but they still spot me...a few times I've tried paying for storage and storing all my ships and going with only phase ships, got my profile down to 85 or so at one point but they still spotted me and got in the way.

It's infuriating that these 'stealth' missions seem impossible to do without just blunt forcing my way through them by clobbering all the patrols and wrecking my faction standing in the process...

Bug Reports & Support / Potential bug in the tutorial?
« on: April 14, 2021, 06:49:18 AM »
Not sure if this is a bug or intended, but during the tutorial in Galatia one of the pirate fleets guarding the jump-point when you go to stabilize it has a Sunder that seems to be non-standard. I was able to salvage the ship after the battle (I don't remember if I spent a story point for it or not) and it has a Medium energy hardpoint where there's supposed to be a Large. I didn't notice at first, I was just happy to have another destroyer, but recently I got another Sunder and was reminded that it's supposed to have a Large hardpoint and I got really confused. I looked at the wiki and shopped around in the game and as far as I can find there's no alternate version of the Sunder without that Large hardpoint. Equally confusing was when I realized that I was more than 3 years into my game and that Sunder from the tutorial still had a d-mod (Faulty Power Grid) even tho I picked up Field Repairs just after the tutorial ended and it had removed all the other d-mods from the ship and all the other ships in my fleet. So I'm wondering if maybe that Sunder from the pirate fleet in the tutorial was somehow special on purpose or if it's an unintended consequence of changes in the patch not meshing well with something done a long time ago for the tutorial since everything in the tutorial is not random.

For the record, once I noticed the issues with the Sunder I did pay to Restore it and the Faulty Power Grid was removed and the middle energy hardpoint was converted into a Large. So Restoring the ship worked, but Field Repairs wouldn't.

On a related note, I picked up a Pather variant of the Brawler a while ago and Field Repairs was able to remove all the d-mods from the ship except for the Ill-Advised Modifications. I kept that ship around for a long while waiting to see if Field Repairs would remove it and it seemed to not be able to do it. Has anyone else noticed this? I know Restoring the ship will remove Ill-Advised Modifications, so is it intended for Field Repairs to not remove it or was I just incredibly unlucky for Field Repairs to not pick it to be removed?

Suggestions / Tug improvements to go with the patch
« on: April 13, 2021, 07:40:06 AM »
I think it'd be nice if the Drive Field Stabilizer of the Tug increased the speed at which your fleet is considered to be 'moving slowly' to match it's increase in Burn speed. I haven't found any other way to increase 'moving slowly' aside from the perk that increases it by 3, which is nice but without any sort of alternative way to increase 'moving slowly' speed it feels like something you need to grab.

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