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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Topics - Sendrien

Pages: [1] 2
1
Suggestions / Refit Colony Starbase
« on: April 22, 2021, 02:42:12 PM »
I would absolutely love the ability to refit the starbases that are built on each of my colonies. Even if I never get a chance to use them, being able to see them destroy enemies using the configuration I chose would be eminently satisfying. And it shouldn't really be much additional work, since refitting is already a feature in the game.

2
General Discussion / How to adjust colony growth rate?
« on: April 19, 2021, 09:22:26 AM »
Even if you set your max planet level to 10, your colony does not seem to have any realistic chance of growing to that size without tweaking the colony growth rate. I looked around the config file for a long time but could not find where to adjust it. Would appreciate a pointer in the right direction. Thanks!

3
Bug Reports & Support / Expeditionary Force Reputation Bug
« on: April 17, 2021, 01:56:31 PM »


After winning this battle, I still got penalized with reputation loss (-5) despite the fact that I was acting in self defense and the expeditionary force was not operating officially.

4
General Discussion / Stable Location Upgrades
« on: April 15, 2021, 11:50:11 AM »
Is it possible to upgrade the Makeshift Sensor Array, Nav Buoy and Comm Relays that you can build on Stable Locations into their fully fledged counterparts?

5
Bug Reports & Support / AI Piloting Bug?
« on: April 08, 2021, 10:18:13 AM »
So far in my 0.95a playthrough, I've noticed two possible bugs:

1. On ships with Safety Overrides and Phase Lance, the AI does not seem to compensate for the lost range from SO and often "shoots blanks". Two excellent examples of this are Hyperion and Harbinger with 3x Phase Lance and SO.

The Hyperion will often TP to a location just out of the range of the Phase Lance, leading to an airshot.

The Harbinger will often un-phase just outside of Phase Lance range such that it will only use the Quantum Disruptor but be unable to make contact with the enemy with actual weapons.

2. AI piloted Harbingers when confronted with shields, sometimes use Quantum Disruptor AFTER an alpha strike, despite having full charges. (I realize the QD can be used defensively, mitigating retaliation, but shouldn't it also be used to bypass the shield system, which appears to be the main purpose of this system?)

3. AI piloted phase ships also have a tendency to un-phase inside larger enemy ships, leading to collision damage.

(These effects are reproduceable in 1v1 simulation)

6
General Discussion / What about making Hyperion a Phase Ship?
« on: April 07, 2021, 02:20:31 PM »
The nerf to the Phase Teleporter on the Hyperion was definitely needed, but with all the disadvantages that now come with this ship, there's very little reason to run it any more.

The fact that you require 0-flux to activate the teleporter means that this ship is excellent at getting behind an enemy and delivering some devastating blows. But it has no wherewithal to extract itself. Turning the Hyperion into a Phase Ship may resolve this issue, as it could allow the player to extract successfully after getting behind the enemy.

7
General Discussion / Does anyone find Commerce worth it?
« on: January 08, 2019, 09:16:46 AM »
With such a limited number of building slots in your colony, do you find Commerce to be at all worth it? It grants you +1 Stability and the opportunity to buy from your own station with 30% tariffs.

That same slot could be used for another industry or one of the military buildings, both of which provide more economic gain or Stability, depending on which one you want. And I don't see the need to buy things from my own faction, seeing as I can just produce them.

What am I missing here?

8
General Discussion / Procedural Generation needs improvement
« on: January 04, 2019, 01:51:38 PM »
In general, I have only praise for how Starsector has progressed through the versions. However, the recent additions in 0.9 have brought to light something that I didn't really notice earlier, but now is becoming painfully obvious.

Procedurally generated solar systems are somehow a) emptier; b) duller and/or c) less interesting than the hand-crafted ones in the Core Worlds.

For instance, the vast majority of habitable planets are found in simplistic systems which will include: 1 star, 1-3 stable points, 1-3 planets, 1 astronomical feature (ring system or magnetic field) and the accompanying jump points. In many cases, the system is completely empty! Just a star with no planets! I realize that this may be representative of the emptiness of space, but perhaps we should think of the sector map as a map of *interesting* systems? In terms of player experience, would it not be much more beneficial if each system were worth exploring?

Contrast this to the complex and extremely interesting features of practically every system in the Core Worlds! Some planets have multiple moons, asteroid belts, and a whole bunch of other quirky features that makes each location memorable.

It really kills the "Eureka moment" of finding a Terran planet when you realize that it is literally the only planet orbiting a completely empty system.

Is there some kind of memory limitation or limit on the number of planetary bodies that somehow requires the procedurally generated systems to be so simplistic? Otherwise, I would like to suggest that the parameters be tweaked so that most systems are more complex and contain between 3 and 18 planetary bodies, including moons.

Anecdotally, one of the most awesome moments of discovery I've encountered in Starsector was my first encounter with a Pulsar. Being pushed away by the Pulsar was wicked. Seeing the pulsar's beam of light be dissected by an orbiting planet...just awesome. You know what the big letdown of that system was? It was completely empty save for that one planet.

9
Bug Reports & Support / Pirate Raiders Attacking the Sun
« on: December 27, 2018, 08:06:08 PM »
I went to Magec almost immediately after an alert came up for a system bounty. Was surprised to get another alert saying that the raid had failed so fast. Was leaving the system when I saw the pirates attacking Magec, even though they were aggroed on Nova Maxios, which was nowhere near Magec.

https://ibb.co/wRhmcHz

https://ibb.co/x7kmZSL

10
I suspected this might have been answered somewhere, and spent 30 minutes searching, but to no avail.

If anyone knows how to add new ships for sale and/or random salvage in the campaign, any help would be appreciated! Thanks!

11
General Discussion / Where is exploration leading?
« on: August 06, 2017, 01:49:19 PM »
After a long break (from when this game used to be called Starfarer), I tried the most recent version, and I have to congratulate Alex on the fantastic progress made to date. What you did with exploration is fascinating, brimming with potential and tantalizingly close to doing something really ground-breaking with this genre.

Now I'm very curious to know where the exploration part of the game is headed.

Certainly, with the abundance of resources, the really in-depth game economy, and the vast expanse of colonizable/inhabitable space out there, it would seem like an awful "letdown" if the end-game for exploration was simply finding high quality data to sell to the highest bidder.

With not much extra effort, I think one of the sandbox gameplay vectors could easily become the exploration of solar systems and planets, and helping various factions set up new colonies, trading posts, mining stations, etc. At the start of the game, only the core systems are inhabited, but by the end of the game, it would be such a satisfaction if the sector were much more inhabited thanks to the player's efforts. Consider that we already have all the essentials for colonizing a planet - survey ships, fuel and cargo transport, passenger ships.

And of course, it would be equally awesome if the player could choose to make a planet, or a whole system a place to call home. Perhaps even founding a new faction :)

Alex, there is too much potential here, you're definitely onto something amazing. I hope you're working on some of these ideas!

12
General Discussion / How to gain reputation with Independents past 50?
« on: March 06, 2016, 10:38:46 AM »
Gaining reputation for doing missions for the Independent caps out at 50 (welcoming). Since they don't seem to post bounties or give commissions, how can you increase further?

13
Bug Reports & Support / Fortress Shield AI Bug/Weakness?
« on: December 21, 2012, 04:13:25 PM »
I'm not sure to what extent this is a bug as it is an inefficiency with the AI in regards to using Fortress Shield. Basically, I notice that the AI correctly turns on Fortress Shield to mitigate the damage from oncoming torpedoes and bombs, but for some reason, it doesn't do so for Sabot SRMs and large kinetic salvos like Gauss or Hypervelocity. Is this intentional oversight, or is there a slight optimization to be done here?

14
Suggestions / AM Blaster Shot Animation Underwhelming?
« on: October 23, 2012, 04:32:59 PM »
Most weapons that do a significant amount of burst damage have an appropriately menacing animation to go with them - torpedoes, harpoons, plasma cannon shots, etc. Shouldn't the AM Blaster's shot animation should be slightly more scary (i.e. "I really should avoid that", as opposed to "Oh look, just another blaster shot" and then your hull gets ripped to pieces)? Perhaps if the shot itself were larger, or if it were a more menacing colour, like red, it would look like a weapon to avoid. (Even the mining blaster looks more menacing than the AM Blaster)

15
Modding / How to modify fleet supply consumption?
« on: September 05, 2012, 04:13:59 PM »
Is there currently a way to change the rate at which a fleet consumes supplies, or is this hardcoded?

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