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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Topics - Ruddygreat

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(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 ???

2
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.

3
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.

4
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

5
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

6
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.

7
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
[close]

8
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
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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)

9
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
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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

10
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
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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

11
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

12
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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