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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Topics - Taverius

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Suggestions / Hullmod Codex, anniversary edition
« on: September 25, 2022, 12:15:07 PM »
Every few years someone has to bring this up, it is THE LAW.

This time its my turn.

As we don't have access to all the Hull Mods from the start it would be nice to add them to the codex. Even as a seasoned player I had to think about what some of them do and new players won't stand a chance. It's not nice to skill all the way to get some hullmod, only to find out it's not what you were looking for.

Good point. I'll have to do that.

Can you make it for the 10-year anniversary of the first suggestion I could find, Alex?  ;)

Bug Reports & Support / (minor) "Making Do" & Wings
« on: January 15, 2016, 11:44:05 AM »
While the perk makes sure not to round down a 1-crew ship's skeleton crew to 0, it can decrease a wing's skeleton crew to less than 1/fighter for wings that start with 1/fighter - which makes sense from a numerical perspective but not from a functional perspective - that third broadsword, who's flying it?

Yes, I realize this makes very little difference in actual gameplay :D

General Discussion / AI Issues, various.
« on: January 13, 2016, 08:30:56 PM »
The 0.7.1a thread was getting derailed a bit, so here we are.

  • Autofire settings - Enforcer with 2 Hypervels, a Mauler and 2 Flak Cannons. HVels & Mauler both get put on autofire. Hellbores autofired against shields.
  • Distance judgement on Burn Drive ships - see Onslaught/Dominator/etc ramming ships repeatedly. Then they flame out and die.
  • Closing of distance - Dominator, Mk. IX and Hephaestus, 3x Pilum and PD in all other slots, Cautious officer, ITU. Spends most of its time in knife-fighting range. I'm not sure how else I'm supposed to tell it to stay at range. There's gotta be a was to have sufficient PD and not have ships move into biting range to hit hull with it.
  • Anti-fighter missiles - these need to work more like normal PD, in order to hit fighters while fighting something else I have to untarget. I should be able to just put it on autofire and not have them get shot at cruisers, especially when using ones that don't regenerate ammo.

Bug Reports & Support / Crew count display error
« on: March 23, 2014, 03:49:42 AM »
This is pretty minor, but confusing.

I currently have:
  • 111 Elite Crew
  • 20 Veteran Crew

Shows 130 crew. If I pick up the veterans with the mouse, it shows 111. So uh, one of them is a ninja?

So yeah. If you have an unshown fraction of either, say, foe example, 16.5 or whatever, it will show as 16 in the buy screen, but will count as 17 for purposes of max cargo/fuel and logistics.

This can get a bit confusing when you have, say 20 max fuel, buy until you have 20, but you show as 21 and use supplies because of over-provisioning.

Its doubly confusing though to how if you pick the fuel/supply stack up 1-by-1 with shift-click, and put what you picked up that way straight back into your fleet's cargo, the fraction gets thrown away ... but the game doesn't tell you in any way whatsoever.

Essentially what happens if you buy a ship that sends your active ships to not enough crew, and then mothball the new ships before leaving the station, your pre-existing ships still take the CR hit.

Looks like you're applying the CR hit from changes in skeleton crew requirements in station, rather than just previewing them.

Edit: this is most visible if you're in a frigate and buy a destroyer or cruiser :)

Bug Reports & Support / Hyperspace jump fails with fast-moving jump points
« on: September 23, 2013, 01:07:48 PM »
This is something I've seen only in Bushi because the jump points in the Seiiki system are on a really fast orbit, but its not unthinkable that it might happen in the base game with jump points orbiting inner planets. Not sure what the orbit speed threshold is.

Basically, if the jump point orbits fast enough, and you approach it 'catching up' from its trail rather than head on from the direction its moving, once you select 'jump through' you'll get the jump out sound, the green ring around your fleet will disappear, but you won't actually jump out. Appears to have to do the jump point moving away from range by the time the animation ends.

I can reliably make it happen by just starting with a wolf, travelling to the Seiiki system, and trying to use the inner jump point by coming at it from the rear, so it should be (relatively) easy for you to test, Alex.

You can still actually jump out by coming at it head-on, so its not game-breaking, mind.

I think I saw something related to this in another BR but I can't find it now, so putting this out there.

If you have, say, a stack of supplies and shift-click to pick one up at a time, LR won't update until you pick up a full stack.

While we're out there, I'll whine (again, I'm sure) about how sometimes you can bar-select 300 and it'll pick up 299. Some issue with rounding there.

Bug Reports & Support / UI: Wrong total of top speed + change
« on: September 19, 2013, 03:53:07 PM »
It looks like you're rounding down or truncating both the top speed and the change from the top speed you display in the info window for ships with CR != 50%

This occasionally results in situations like a ship with speed 65 showing 58 + 6 (64) in the mouse-over in the fleet window. You can see this most often when buying one.
Yeah, its minor, but I was getting confused by it for a while till I figured out what was happening, so I thought I'd point it out.

(You ought to be showing values for 50% when buying a ship new that's at 50%, but nvm that ;p)

I'm not sure this is properly a 'bug', but it sure is confusing. It certainly falls under 'deviation from expected behaviour'.

Took me a while to figure out I had to leave the station to see the updated value. And its bloody hard to calculate yourself since the bonuses from Navigation, Unstable/Augmented and Tugs are all added in a bunch so you can't tell what's doing what to each ship.

I've clocked in a few hours and it was confusing as all out, I can only imagine for a new player.

Bug Reports & Support / Error/Warning loading variant with built-in Hullmod
« on: September 17, 2013, 12:55:25 AM »
Can see this easily loading the stock Tug variant, it'll say Hullmod unavailable.

Its nonfatal and it works fine, but would probably confuse new players.

Bug Reports & Support / Too many fighters for sale
« on: September 16, 2013, 10:41:36 PM »
Something I've noticed in the later stages of the game, all shipyards are overloaded with fighter wings, so many that the station can't seem to store any larger hulls.

By level 20+, its not unusual to see 40+ fighter wings per station, with at most 10 larger hulls.

I've taken to buying them en-masse and scuttling them to clear the inventory, but that shouldn't really be necessary.

Perhaps some sort of cap to the number of hulls of the same type a station will accept from supply fleets, like the autofactory does when producing ships?

Bug Reports & Support / Misleading (outdated) descriptions
« on: September 16, 2013, 10:38:00 PM »
The Aurora mentions being the fastest cruiser in the sector, even though its slower than the Falcon.

Assault Chaingun mentions low turret rotation speeds. The rotation speed is 'Fast'.
Same for the Light Mortar, 'terrible' rotation when its actually 'Fast'.

Suggestions / Ambient Flux Accumulation
« on: April 05, 2013, 04:00:58 PM »
So I was looking at all the delicious purple space-aether venting off into ... wherever it goes, since it doesn't stick around, and I thought, where does it actually go?

Then I thought, well when its vented its purple, p-coils glow purple, and every other thing in this game has to do with p-space. So maybe it vents into into phase space?

By then I was on a roll so I kept on thinking and damn the torpedoes, and I was wondering, once it goes into p-space, does it accumulate?

Surely the local concentration around a venting ship must be higher than the base ambient levels, at least for a while.

So, what would happen if ambient flux could - temporarily - accumulate in Starsector? Can we get some interesting gameplay from it?

How it would work:
  • Actively venting flux creates an area of elevated ambient flux around the ship. The more flux you vent, the higher the concentration.
  • The area falls off in strength from the centre. The curve works like the 'gravity' slow down stars and planets have in the campaign map.
    Envisioned as a curve, the area right under the ship would be the flat-top area of highest concentration, and then it falls off from there smoothly to the edge.
    The code is there, and consistent mechanics are good.
  • The flux dissipates over time.
  • High ambient flux concentrations decrease flux venting performance, both passive and active.
    Passive venting numbers go down (you get to overload risk faster) and actively venting all your flux takes longer.
  • High ambient flux concentrations decrease movement speed for phased ships going through the area.

Two set-ups for the system spring to mind right now.

In one, flux accumulates rapidly and dissipates rapidly. Venting flux creates a short-lived area where ships will overload faster.
In other words, once you vent flux, MOVE!
Also adds an (extra) element of risk to moving right up to a venting ship to pound it with your short-range hard-hitters: get the timing wrong, and you could be in trouble, but on the other hand if they don't move, they're in trouble!

Another way is to have flux accumulate and dissipate slowly.
Here a single ship venting doesn't do a whole lot, but if you're in, say, a 200-FP 0.6 battle, the area around a heavily contested battlefield objective would become extra-dangerous.
If there's 2 capitals slugging it out every time they vent life just gets that much more dangerous for everyone around them.

There's a few more details to play around with:
  • Does the high-flux area spread out as it fades, like a gas dissipating would?
  • Is the size of the area related to the size of the ship that created it?
  • What should the cap on its effects be?
    You almost certainly would not want it to go to 100% - that would be no flux venting at all and ships in p-space can't move. Something like 25% or 33% might work.
  • What does it look like?
    I don't think anybody would want large obnoxious purple clouds around even when ships aren't venting, and we certainly do not want yet another little bar in the corner to keep an eye on.
    Moving glowing purple sparkles over the background, maybe. Bigger, more frequent, faster-moving sparkles the higher the concentration.
    If you have a powerful machine, maybe a heat-wave like distortion haze too.

Just hit this one, but I'm not handy with dev mode so I can't really replicate.

I experienced this while flying a fleet of 2 wolves with a combined cargo capacity of 100.

After a battle, and clicking the take all button, I went to 150 cargo and accident risk went to 'high'.

Removing one supply crate brought it to 149, accident risk went to 'none'.

Putting that lone supply crate back brought it back to 150, and accident risk stayed at 'none'.

I'm not sure if this is a display bug or if it would actually carry over to the system navigation, but it was definitely a 'huh, what' moment ... something with rounding of the 50% more, I guess.

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