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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Topics - miljan

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General Discussion / Is some of new content locked behind new skills?
« on: April 28, 2017, 01:52:02 AM »
I am interesting in fighting those drone things, and the station. But cant find them. Do I need to invest in some of the industry skill to get a better chance at getting them?

Modding / How to disable fleet limit?
« on: November 23, 2015, 05:16:10 AM »
Never modded anything, but would be interested if someone would tell me how to remove the fleet limit of 25 ships (if its at all possible), and would that break the current saves that i have?

Suggestions / The white screen explosions are annoying
« on: December 02, 2014, 06:42:58 AM »
A option to disable it would really be nice, because it's really annoying for my screen to go white for a sec, every time a big ships explodes. I generally think its very cheap way  to implement big ship explosions to feel powerful ad that there are better way of implementing it.

Suggestions / Preset deployment group
« on: December 02, 2014, 06:36:13 AM »
Before a battle I would like to place a group of ships (like tugs and other non fighting ships) to a group where they will always not be deployed. So when I click deploy all, those ships in the other group will not be affected by this. I guess this should work also if you want to have a group that will always deploy ships in that group

Its little annoying to in every fight after I click deploy all, need to reclick on 2 to 3 ships that will never go to fight.

Suggestions / Changes to tactical overlay to improve performances
« on: November 28, 2014, 05:22:22 AM »
I noticed after playing with big fleets that will have a lot of ships on tactical screen, when I open the tactical overlay the FPS will get a huge hit. Normally part of it is because my comp is not great, but that is the only part where it gets down a lot.  My suggestion is to make the tactical overlay not be transparent anymore (maybe as a option), so the game doesnt render the background and the tactical  panel at the same time, if that is possible and not to much work.

General Discussion / Feedback about fighters, CP and maybe some bugs
« on: October 21, 2013, 12:51:40 PM »
So, after the new version, I am playing only with fighters and carriers (not counting the beginning when i need to get some money with my frigate).I invested mostly in skill that will benefit mt fighters, like armor, HP and heavy in logistic and speed of my fleet.


Mid range game and fights are ok, mostly easy. Everything that is not a capital or few cruisers close to each other i can deal with. Also as I am using fighters, i can catch any fleet that tries to escape, with little problems.

The big problems start if the fleet has any capital ship (not counting the carrier and atlas).It is impossible to even get near capitals as most of time my fighters die like flies. But even the ones that get there, can not do anything. (sometimes i can make his shield go down, but thats almost it)
The problem is also a bad AI of my torpedo bombers. Generally they will fly to the target and use the torpedoes no matter does the target have the shields up or not, they will use it the moment they are in range, and sometimes they will even use torpedoes on some other near ship, not the target one (this is very problematic).

Also fighters need to get more balance pass. First they cost to much points to deploy, i mean one cruiser cost 15 points, while torpedo bombers cost 8 points and other cost 6 or 5. Lower the deployment cost maybe (maybe some fighter specific skill that will lower the deployment), or make some synergies like in this suggestion i made in this thread:

The AI also seems to get confused sometimes if its fighting phaze cloak ships. I expected they will destroy them very easy as they are fast and can catch them and pursuit them with no problems, but  sometimes a ship phazes out they somehow stop following it, get little confused , so without direct control it is little hard to destroy them, especially if its doom class ship with support of few more phaze cloak ships.

I need constant to control my group and am more playing a rts game because of not that good fighter AI. Regrouping my forces and giving new targets i just lose CP a lot, even after investing in the character skill.

So my question is, why  limit CP at all?  I dont understand that aspect of game. Do not remove the rts aspect for people that want to play it that way. I mean it's really strange that after i use all my CP, i can not do any type of commands anymore, and it is a must for this type of play, especially as fighters will not do the things how I want them to do it

My suggestion is that CP should regenerate slowly over time (or remove the limit totally as it doesn't make that much sense in the first place). Getting those satellite points of interest (or how they are called, the bonuses on the map) on battle map should increase the speed of regeneration, or put regeneration of CP for the highest tier skills (but than it will make it problematic to play the game until you get that high level skill) so people that want to play that way play it.


So I am not sure this are bugs because still not sure how CR work, but this is what is happening.

-Generally i noticed a lot that sometimes i get a message you have no capable crafts anymore, and sometimes i get it very early during the battle.
The thing is if i get that message, does it mean that i lost all my fighters, and all the reserve chassis (or only fighter wing as a whole, but i will still get new ones if i have chassis)? Because after i win the battle, and go to fleet option, my fighter wings still have high CR, should they not be not combat ready as they lost all the reserves?
(edit: I always have carriers with me on the battlefield in every fight)

-This leads me to my second possible bug.
I am using Astral, and i noticed my two trident wings (so its totally 4 bombers) going back to my ship for resupply of torpedoes, two wings got in, only one got out , and i got the message that I have no capable crafts anymore. Does resupplying for new torpedos automatically remove CR so in the end the bombers can not be used anymore?  

General Discussion / Questions about devs and future
« on: October 17, 2013, 06:03:46 AM »
1.How many devs are working on this game? Is it 5?
2.For how long is the game in development?
3.Is this their first project, do they have some others?
4.Is this their main job?
5.Is there any plan for how much the game will be in development?
6.I see there will be outposts, (planet battles maybe?), so how complex can we expect it to be on global? Will it be a more simple version of games like X3?
7.Are there plans for quests, like bounties and similar?
8.Will there be a main quest line that you can follow if you want?

Suggestions / More carriers/fighter sinergies
« on: October 14, 2013, 12:48:23 PM »
Depending from how many flight decks you have in fleet, you can deploy fighter for less points (or maybe free).  Supplies for them should also maybe be lowered.
So if you have a fleet with 3 flight decks with which you start the combat, you can deploy 3 fighters for free, the others still cost points.

Also would be nice to have some fighter specific skill that you can chose when you level.

General Discussion / Question about this game
« on: October 12, 2013, 06:56:18 AM »
Got some crappy time to go back to this crappy game again, so have some crappy questions. Now i read the blog post about CR, but my crappy brain cannot understand it very good.

So here are the crappy questions:

1-can i see in combat,  info how much CR is lost on fighter when they are replenished from the carrier, or how much fighters i can replenish?
2-do all fighters lose same amount of CR when destroyed during combat?
3-do bonuses of my character skills affect fighters also (the tactic ones)?
4-trying to go full fighter/carrier, anyone tried it, is it viable, any tips maybe?
5-is amount of lost CR same if you do not take dmg in combat but fire things like missiles and similar to CR lost in combat if you do not do anything with your ship (so no dmg taken, but also did not use any weapon). Generally does increased use of weapons/ammo increase how much you lose your CR?
6-CR looks like it will punish people that like to play with one set number of ships, so is soloing with a onslaught still viable?
7-if you repare on space station,is the amount of supplies needed same as if you would do it in space. Do you pay something more as it is instant?

(Edited thread title -Alex)

General Discussion / Worst game I ever played
« on: June 04, 2013, 10:22:04 AM »
I mean really, wtf is this crap? I started playing yesterday and just could not stop for 8h straith... wtf... you want to kill people?

And its only a *** alpha, what will I do when the game is full with all the features?

Devs, i will sue you for not caring about the health of your customers, and trying to kill them...

I mean, the game is so cheap. Expected, heh, will play it for several minutes, get bored and not play it again.... 8h later, I almost died from hunger.... was not prepared for!

There must be some type of warning on your front page to warn people about what is awaiting them before someone gets hurt.

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