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Topics - Vundaex

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General Discussion / I don't understand the combat AI
« on: April 10, 2024, 04:15:24 PM »
Been playing for a while and after all this time, the ships' behavior is still puzzling me.

Escorting a ship still makes your ships extend far into the enemy line and die stupidly. I can't count how many times I've lost ships due to irrational behavior.
The enemy AI knows how to surround you because usually they can field way more ships than you, and your ships don't really know how to respond efficiently, and you quickly run out of command points (if your ships accept to follow your orders anyway).
"Hey, my ship is way out of position, come back! Why is it not listening? Ok it's gone."

Am I missing something? Is there a "Don't be stupid and listen" hullmod I didn't notice?

General Discussion / How to get rid of those white flashes?
« on: April 01, 2024, 01:58:51 PM »
When opening a colony menu, there's always a white flash in the background, for photo-sensitive people this is quite painful.

The thing I'd like to disable the most is those huge white flashes during battles every time a large ship explodes.

Modding / Spriting experiment with an AI
« on: November 20, 2022, 11:53:15 AM »

I did a quick experiment with an AI, by training a model unique to Starsector. The model was specifically trained to generate Omega ships and was based on vanilla sprites. My only goal here was to better understand how well an AI can handle a top-down view of tiny pixelated ships, and I was pleasantly surprised.
It's not perfect at all, but it gives a good idea of the potential of this tool.
I imagine it can be easy to create a dataset for low-tech, midline, or high-tech, or even expand content from existing mods.

Here you can see "large-scale" outputs:

And here are generations made at a smaller scale:

Feel free to use them, they were made for test purposes and would require some kitbashing and cleanup, but it's interesting how it can generate so many variations that fast. Especially considering how limited the dataset is (there are only a handful of Omega ships in the game).

Suggestions / Mothballing should be an option for derelict recovery
« on: March 13, 2022, 01:21:29 PM »
It has occurred to me multiple times that it was wasteful to squander supplies on a ship I was going to mothball anyway.
It's especially frustrating when trying to recover a large ship that requires a lot of supplies, and I think it makes sense to give players the option to either recover or mothball.

Suggestions / Battle commands
« on: March 06, 2022, 07:59:48 PM »

Would it be possible to organize the fleets better during battles and extend the battle commands, such as "stay close" or "stand to the side/in front/behind"?
It is frustrating to see how the AI reacts to the "defend" command during battles sometimes since my ships wander off way too far from the location or ship they are supposed to defend.
As I recall, there was an AI manager in the old Fallout games, like "attack the closest enemy" or "attack the strongest/weakest" and "run if you're below X% health". In my opinion this system might work equally well for Starsector, since it would make the fights a bit more predictable.

Since I'm late to the party, I expect this has been discussed many times before, but I wonder what problems more precise commands such as those suggested above would cause.

Suggestions / Suggestion for top tier derelict/scavenged ships
« on: February 28, 2022, 01:22:12 PM »

Since I'm not an expert in either mechanics or technology, my suggestion is purely from a gameplay standpoint.
Does it make sense to require more than supplies to repair the most advanced/largest ships? It is remarkable that wherever you are, there will always be spare parts for your ships.

- This idea essentially provides an incentive for exploration and scavenging specific ship parts (the same category as colony items, for example).
- There would be an additional step if you found a derelict cruiser or capital ship. It's obvious that this only needs to be done once per ship.
- Might even require specialized engineers to repair those, especially endgame materials that are technologically advanced.
- This makes them less accessible early on and is a way to gate content.
- It may be possible to salvage parts from specific ships after a battle that would otherwise be too expensive to repair.

As a player, I find a derelict Legion Battlecruiser, but its propulsion system is dead and can't be repaired. During my explorations, I could have found one of those, or I could potentially purchase one on the black market at a very high price. In order to install it, I may need the assistance of one of the few experts in the core world.

The idea is to make those feel like real treasures once they are up and running. Those kinds of mechanics aren't needed for most of the junk we find, so they are reserved for certain ships.
I realize this is probably incredibly hard to balance and implement in the current version, and also definitely polarizing, but I wanted to share this idea.

Although this does not really fix an existing issue, it would make the big ship lovers work a bit harder for their beloved vessels.

Suggestions / Small QoL
« on: February 27, 2022, 08:08:21 AM »
Hello, a very simple suggestion:
In the refit tab, add a "++" and "--" to min and max values for capacitors and vents. This is especially useful for very large ships.
Also, double-click to enter a value directly.

General Discussion / Beginner looking for tips
« on: February 25, 2022, 12:53:07 PM »
I seem to be hitting the same glass ceiling all the time.
1) My fleet has been growing well, but I'm struggling with fuel and supply management. As of now, the size of my fleet limits the distance I can travel to core worlds. Resources become scarcer for me as soon as I leave core worlds, and it never ends well.
Several quests/missions offer very little reward and require a great deal of travel. I tried smuggling, but the problem is the same as above, I don't have enough resources or cash.
At this point, how am I supposed to sustain a decent fleet?
2) Building relationships with factions is also difficult for me, and even finding decent ways to do that is difficult.

There is a lot of talk about smuggling, but the cost in terms of resources is prohibitive in my case. I am interested in hearing about the most efficient routines.

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