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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Topics - Ruddygreat

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1
General Discussion / Not trying to jinx anything, but...
« on: January 13, 2023, 02:37:22 AM »
Has the proximity charge launcher received any changes in-dev?
Not that it deserves any, per-se, but it's stats are currently a little wacky for a pd weapon imo; 500 he per-shot, one shot per second & a pretty solid ammo reserve, it's basically a better hellbore with added fighter-clearing (while you've got ammo).

admittedly it being a pd weapon does restrict it's usefulness on AI ships, but something like 4 pcls on a player driven onslaught will just shred anything through sheer DPS.

EDIT : actually yeah nah they're disgustingly good, they definitely deserve the nerf bat.
vladokapuh just posted this in the unnoficial discord, it's also doable with no officer.

https://www.youtube.com/watch?v=tChJ23CpZrY

2
Suggestions / Refit screen rework!
« on: September 20, 2022, 02:57:04 PM »
I've seen a lot of people express a desire for the refit screen to be reworked / changed in a number of ways, though I've not actually seen anyone give suggestions for what a reworked refit screen would look like, so I sat down for like an hour and (jankily) made a (very) barebones mockup!

the basic idea for these is to give the UI more space to breathe & have more space for often-suggested stuff that it currently just doesn't, like in-depth filters for weapons & hullmods

(also note : both of these are done in 2560 * 1440 at 100% ui scaling, I've not accounted for different resolutions but that'll be another roadblock to implementation)

 large image, weapon section of the refit screen
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this first image is just the weapon selection portion of the screen, mainly showing off what I mean by "giving the UI more space to breathe"- I've made the margins around the UI roughly equal on every side; I basically just like how it looked, even without the space allocated for extra buttons.

as for the randomly coloured squares, the red / yellow is for where I'd put the "weapon filter" buttons, with a scrollbar on one side to pack more options in the same area (say, put the more important stuff like damage type / range at the top, then consign design type or similar to the pits of the scrollzone)
the specific difference between red / yellow is that yellow's extra space that'd need that section of buttons to be moved out of the way (and say under the ship?) to really be used, though if you're making a big change like this one why not go all the way?

as for the blue square - that's more or less "all the area that the hullmod readout should take up", I feel like it takes up less space than that but I could be completely wrong there

 large image, hullmod section of the refit screen
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for the hullmod selection portion I'd basically make the same changes as I did to the weapon selection bit - move the tags into the dark red box to allow more of them to be shown at once (and maybe add a text input field so we can search for them by name), then extend the actual selector box so that it takes up the full dark green area, again letting more stuff be shown at once

Hopefully this is all fairly understandable, I understand that most of this'll probably not get implemented (after all, the refit screen already works really well, this would just make it "better" (and would probably be a massive headache to implement given how old this portion of the UI is)), so this is mostly a wishlist of stuff from a fairly veteran player- but if one thing could make it in, I'd want it to be the narrower margins around the edges, they really make (at least, looking at it) way nicer.

3
Mods / [0.95.1a-rc6] Filter Hullmods
« on: September 16, 2022, 08:22:50 AM »
^click here to download!^
requires lazylib
Adds a small selection of hullmods that can be used to filter weapons based on certain characteristics.
(no demo gif yet because I'm lazy and the mod's simple)
Current filters -
  • Damage type
  • Range
  • PD / Non-PD
  • Beam / Projectile
See the mod's settings.json to change the bands for short range and long range, midrange falls between the two

Known issues / potential questions
  • "I added the hullmod and now my ship is 10k+ op over the max, help!" - this is a limitation with how the game handles unequippable weapons (if a weapon's op cost is above 10k it can't be equipped & won't show up in the list), unfortunately it can't be fixed by me
    • you can fix this by either removing the "filter main" hullmod or removing the weapon(s) that don't fit with the current filters that you have selected
  • "Why isn't there a filter for X" - Because I don't want too many & couldn't really be bothered to make more, if there's demand for more filters I'll add them later
maybe todo later
  • add a description to the main hullmod that breaks down the current filters
  • get nice icons for the filters
  • add a set of filters for wings
Special thanks to rubi / rustyCabbage / asyndeticaly for giving me the idea & reminding me that this is even possible!

4
(while I'm running with mods, as far as I know none of them interact with the event & this is a vanilla bug)

If you select "military-grade nanoforge production" event, you can gain access to the faction's blueprints by backing out and re-selecting it

link to a video of how to reproduce the bug
https://drive.google.com/file/d/183RAwmKetTH0fqh_RNLYCMG8_d3Fzm7I/view?usp=sharing

The faction having no blueprints is probably a bug from one of the mods I'm running, while they don't know base_bp they do have their own set of ships so ???

5
Suggestions / The heavy mortar deserves a buff
« on: June 26, 2022, 06:12:20 AM »
(alternative post title: nerf the heavy mauler)

I've been thinking about this a bit recently & in the comparison between mauler and mortar, the mauler wins basically every time.
While I get that the mortar is meant to be the "budget" option, it's so much worse that you may as well just upgrade to a mauler - for 5 OP you gain:
  • 300 (~40%) more range
  • 90 (~80%) more damage per hit
  • 400 (~80%) more shot speed
  • much lower max spread (5 vs 20), lower spread per shot (1 vs 5) and better accuracy recovery (10 vs 5)
  • and the mauler has a lower flux/s (120 vs 180) to cap it all off
while losing out on
  • .18 flux efficiency
  • slightly better sustained firepower And even then I almost consider this to be in favour of the mauler, I've seen the ai drop their shields to vent only to get sniped by a mauler barrage before they could get their shields back up.
To actually offer a "solution" to this, imo the mauler deserves a nerf & the mortar deserves a buff at the same time.
For the mauler, I'd up the op to bring it in line w/ the HVD & lower accuracy recovery (and / or max spread) + shot speed (maybe also damage per hit?), to force it into more of a bursty / opportunist role that falters under sustained firing.
For the mortar, at minimum I feel that it deserves an increase in range (to 800 or so, like the hac?), per-shot damage (to 160 or so, with a corresponding increase in flux/ shot) & maybe OP cost (to 8 or 9).
A more radical solution would be reworking the mortar into something like a medium hellbore/hephag hybrid somehow, maybe giving it a magazine could let it get away w/ having a much better hit strength? not really sure, I've not put too much throught into it ngl.

6
Suggestions / Make new hullmod filter categories default to on
« on: June 07, 2022, 11:45:57 AM »
another simple suggestion!

not really a problem for vanilla but definitely one for mods- I've seen a lot of players report missing hullmods as a problem on discord and the solution is to enable the filter 99% of the time.

proposed solution is in the title, having new categories always be on is just the easiest way of doing it imo. though if you wanted to highlight the hmods you could deselect everything else, but that would be annoying.

7
another simple suggestion, having boths lists at once is (imo) way easier to look at & just a better way of conveying the information than having 2 separate lists

8
another simple suggestion - polarised armour should maintain a status for the player ship that shows it's current effect in a similar way to EWM, it's a small amount of info but it's nice to have

9
Suggestions / Make proximity charge launcher more common
« on: March 21, 2022, 03:34:48 PM »
This is a simple suggestion, it's basically just the title - in my recent playthroughs I've found them to be comedically rare, it's really a shame because they're otherwise good weapons.

basically the only time I got a reliable supply was buying them from a modded market that's meant to sell rare stuff, otherwise I don't think I saw a single one in either of my vanilla .95.1 runs.

10
Suggestions / Ballistic rangefinder tooltip QoL
« on: February 21, 2022, 06:49:17 AM »
This suggestion came about after a small convo about ballistic rangefinder on discord - the desc. is kinda convoluted and could do with some cleanup / clarification.

The easiest way to do this imo would be to add a post description section that displays what weapons are getting their range boosted (and optionally why), in a similar way to the missile prefabricator hullmod from more hullmods.

missile prefab tooltip
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11
Suggestions / Bonus XP tooltip clarification
« on: December 15, 2021, 02:42:21 AM »
When .95.1 came out I decided to do a vanilla run (was gonna do a whole writeup on it but I didn't have the energy & my thoughts could be TL;DR'd as "player xp reqs are too steep and inconsistent") and when I finally got to level 15 I noticed something odd - the bonus xp tooltip looks like it hasn't been updated since story points were 4mil xp per SP after level 15.

Aaaand I just noticed a second thing while typing this post up - the "you will gain x bonus xp on reaching max level" line remains while i'm at max level, has that xp already been given to me or do I have another 20mil in storage?

Spoiler
[close]

I'm guessing neither of these things are intentional, can they both be cleaned up / clarified?
The first thing is hopefully a minor change, but for the second thing I'd recommend an "x Bonus XP gained due to reaching max level" popup that shows up along w/ the final level up notification (and some change in the character screen tooltip to reflect that it's already been given)

12
not sure if this is intentional / has been fixed in rc4/5 (though it's not in any of the patch notes), but bar events are giving out high level merc / remnant / derelict drone bounties

example screenshot
Spoiler
[close]

and while i'm here - are all 4 xiv legions meant to be in one constellation again?
3 / 4 spawned in one for me, though that might just be dumb luck

13
Bug Reports & Support / "no_autofit" tag doesn't seem to work?
« on: November 29, 2021, 07:26:32 AM »
I've recently been fighting a bunch of guardians in derelict drone bounty fleets & they all get random loadouts, ignoring the no_autofit tag (or is this intentional?)

(example image in spoiler, it has 2 guardians w/ random loadouts in it)
Spoiler
[close]

And I'm asking wether this is intentional or not because the cryosleeper guardians always have the same loadout, it seems wierd that "no_autofit" only applies in some situations

14
Modding / Custom skill colours?
« on: October 17, 2021, 09:16:26 AM »
I've been working on a mod that introduces custom skills for officers hired at faction markets and i've run into a minor but annoying thing - can a way to change the colour border colour + elite border of a skill without requiring a new aptitude be added?

As for a solution, I'd say a "colorOverride" and "eliteBorderOverride" (alternatively and preferably, can the border colouring be done entirely in code, going off the coloroverride?) which will override whatever the aptitude has set for those fields should be added to the .skill file, like so
Spoiler
{
   "id":"rgto_hege_training",
   "governingAptitude":"combat",
   "colorOverride":"245,150,30,255"
   "eliteBorderOverride":"RGTO_HegeTrainingBorder.png" (then have it automatically look for the 48px & 32px versions from there)
   "compressHullmods":false,
   "elite":false,
   "scope":"PILOTED_SHIP",
   "effectGroups":[
      {
         "requiredSkillLevel":1,
         "effectBasedOnLevel":false,
         "effects":[
         {"type":"SHIP", "script":"data.scripts.skills.RGTO_HegeTrainingSkill$Level1"},
         ]
      }
   ],
}
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and a second thought I had while writing up this post (or alternate solution to this problem, but I don't like messing with csvs) - is it possible to add an aptitude that the player can't see in the character menu (or can't take skills from), but officers can still progress through and whatnot?
as for a solution to this, I'd add 2 columns to aptitude_data.csv which are true / empty, "visibletoplayer" (or just "hidden") and "availabletoplayer", hopefully they're self-explanatory enough.

hopefully this is all coherent enough to undersand & reasonable enough to implement!
and sorry if it's in the wrong place, didn't feel right for the minor questions or api request threads

15
General Discussion / what does impact mitigation's elite effect actually do?
« on: September 15, 2021, 03:58:47 AM »
this is a pretty simple thing that i've veen wondering for a while - what does impact mitigation's elite effect, and by extenstion effectiveArmorBonus, actually do?

i've been assuming it adds flat armour that can't be stripped, but from some quick tests it definitely doesn't (reducing the damage of a heavy mauler by ~6 vs an 83% cr, otherwise stock eagle)
this leaves me with the assumption that it just adds 50 flat armour but doesn't show it in the ui, which is uhhhhhhhhhhhhhhhh let's just say not good

and for the bit actually relevant to effectiveArmorBonus (that should probably be somewhere else) - would reducing it cause any similar wierdness, or would it work as i assume it does (reducing armour for damage reduction but keeping the same hp)

or is this more fit for the modding questions thread? i dunno


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