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Topics - vcuaoiwk

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General Discussion / Are Pirates Overpowered?
« on: September 13, 2022, 11:38:41 AM »
In an attempt to crank up the difficulty I gradually began playing only pirate runs for my last couple playthroughs and have come across a few items what may or may not be intentional. However, this has led me to wondering and asking the following:

1. The downsides to playing as a pirate are pretty obvious and include:
(1a) most factions will attack you on sight, (1b) trading is limited since you almost always have to go into "stealth" mode, (1c) diplomacy is limited (in this case you basically have to fight your own battles and everyone hates you).

2. However, these cons have almost always fit into my general playstyle as I don't care about how other factions feel about me and I generally exclusively do black market trades (and hence always need to have my transponder off).

3. The pros of pirate life are actually tremendous but not as obvious. These include the following: (3a) the Hegemony does NOT and will not do AI inspections. That alone makes up for just about every con listed. (3b) In my playthroughs, the amount of factions trying to actually invade pirate holdings are minimal. This is in comparison to if I was playing my own faction or if the faction I'm a member of is at war with with someone else. (3c) Factions can't declare war against pirates? I dont know if this is hard coded but I have yet to see someone declare war against pirates, I'm assuming this option isnt even available since "Pirates" are technically not a faction but a general classification? Again, the system seems to treat pirates as a separate special case because things like diplomacy are not eligible.

4. With the above in mind, it seems like Pirates have a tremendous edge over just about every other faction in mind. Obviously this doesn't take into account the random pirate bases that spawn and become targets of raids/base strikes, but those temporary bases are irrelevant anyway.

5. I think the purpose of this post/thread is to ask if other players have a similar viewpoint on pirates? However, I'm also curious to see if this can be modded out to change the parameters of pirate life but that would be a separate post under "modding".

Thoughts? Opinions? Would love to hear from you guys.

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Bug Reports & Support (modded) / Max Alpha Cores
« on: September 03, 2022, 12:35:44 PM »
So I've been playing Starsector for a while (4 years or so) and have come across an issue that seems rather unique and am wondering if this is one of those code items that's been overlooked:

I'll start by asking the following: Is there a max amount of Alpha Cores that a player can acquire through combat?

Background/Logic: I've had two playthroughs now where I can no longer get Alpha core drops in combat after acquiring ~50 alpha cores (exact number is currently unknown but its generally been somewhere around that). Beta and gamma core drops still happen but I've ran through countless combat scenarios versus Remnant fleets. AI stations will still drop one but not fleets.

I thoroughly tested this by going through approx. 25 "normal" already spawned fleets (this is about how long it took me to realize there was an issue), then creating fleet spawns via console commands and fighting them normally, then spawning fleets using console commands and using the "nuke" option to quickly go through combat, and finally searching for ingame fleets and nuking them using console commands. None of these resulted in any alpha core drops.

This has been consistent through both playthroughs. I also tested this by adjusting the settings.json file to guarantee alpha core drops (just to test it out).

Has anyone else run into this issue? Is there a coded hard limit for alpha cores? Is this intentional?


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