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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Topics - OOZ662

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1
Sent to recover a "thing" from a derelict, arrive to find it's already been salvaged, encounter the fleet leaving system, use story point in conversation.

2
Bug Reports & Support / Garbage emails from this domain
« on: May 05, 2020, 09:53:09 AM »
I've received a couple emails masking their origin from this domain. They don't seem to contain anything but this bit of Spanish yet.

3
Suggestions / Resupply Interface
« on: November 15, 2019, 10:24:43 AM »
I'm thinking two buttons in the market interface; "Resupply" and a gear icon. The gear icon adjusts your fleet's "default" levels for supplies, fuel, and crew. Clicking "Resupply" will buy first from the Military then Open markets to raise the player fleet's stock to the defined levels. Perhaps it should "queue up" the order the same as normal market interaction.

I'm one of those weirdoes that when I have less than x supplies, I want to buy exactly enough supplies to have x. The best way I've found to do this currently is to queue up selling my stack then shift-dragging x supplies back to my cargo, then again for fuel and crew.

4
Suggestions / Make ship name prefix a separate field
« on: August 28, 2019, 03:14:15 PM »
A minor request in terms of gameplay but a time-saver for people with OCD-like tendencies; separate the faction designator from the ship name field so that the whole thing doesn't have to be cleared out and retyped to change "ISS Squeaky" to "BRS Squeaky".

5
I doubt that this is in relation to a mod, but since I play modded I figured I'd plop it here.

Just watched an Atropos torpedo fired by a Dagger which managed to get around behind the leading edge of a front shield. It looked like the enemy ship turned a little bit so the missile became slightly covered by the "soft" portion of the inner shield which caused it to stop and rapidly spin in place until it ran out of fuel.

6
Bug Reports & Support / [0.7a] Kite-D; incorrect sprite
« on: November 19, 2015, 04:38:53 PM »
Looking at the Codex, the Kite-D is using a squished Mule-D sprite.

7
General Discussion / The End of Food Shortage Supremacy?
« on: November 19, 2015, 04:06:34 PM »
Pre-0.7, my main early advancement tactic was to find myself a food shortage to get funds up. My first run in 0.7a from Corvus (stuffed with food) to Cruor (stability now zero, 3400 food needed) with 30 units of food actually resulted in a loss. After tariffs, I paid 46c per unit and they sold for 25c (35c buy and 36c sell before tariff).

So, looks like its time to start grinding bounties.

8
Suggestions / Point Defense Weapon Group Flag
« on: May 12, 2015, 06:31:21 AM »
I don't think PD weapons should be completely incapable of engaging ships (Vulcan spam is fun), but it really depresses me when my bow-mounted beefy PD weapon empties its clips in a desperate attempt to remove the paint from the ship in my face so it's reloading or traversing as a swarm of LRMs fired from a distant support ship come over his shoulder.

Thus, I think it'd be useful to have a row of toggles below/above the autofire settings that could flag a group as PD-only; only engage fighters or missiles.

9
Suggestions / "Please just kill that" order
« on: January 10, 2015, 03:19:47 PM »
The enemy supply van is retreating after getting their faces torn off and, being only a Dram and a Buffalo, I only send my fighters in pursuit from the left and right. I order half to attack the Dram and half to attack the Buffalo.

But, the Dram is a decent bit faster than the Buffalo. So, when my fighters arrive from behind, the ones that are supposed to be attacking the Buffalo do so. The ones set to attack the Dram fly past the Buffalo en route, go "oh noez an enemy ship", and turn to attack it. The Dram retreats without a scratch.

It would be so nice to have a special "just go there and pour your weapons into this ship and ignore everything else" command, both for pursuits and last-stands. The Intercept command's description seems to say it should behave this way, but it doesn't seem to.

10
General Discussion / Forum E-Mail Links
« on: December 04, 2014, 11:16:05 AM »
Recently all the links in the E-Mail notifications for this forum have become plaintext instead of clickable, which is a pain on mobile. Is this a new GMail "feature" or did something get bonked with the forum mailer?

11
Suggestions / Always add system name to planets in news reports
« on: December 03, 2014, 06:26:54 AM »
Particularly in relief fleet reports, the destination is listed as just the planet name. If it isn't a system I live in, I have no idea where they're going since there doesn't seem to be any way to get a system map when you aren't in said system.

12
Suggestions / All I Want for Christmas is...A Specific Ship
« on: October 23, 2014, 03:11:19 PM »
Having spent hours waiting and sometimes jangling around all the ship markets just trying to get a Dominator, I'm really yearning for a method to get specific ships. Two ideas have come to mind.

Perhaps the most obvious, a shipyard. By lore, ships are supposed to be a somewhat rare and specialized resource so just "putting in X credits and get Y ship" doesn't fit at all. It should be limited to the epoch of techs the faction uses(*blueprints*), should require Cooperative standings, lots of monies, and should require wares that can't all be obtained in the same location, but are traded so you can raid your enemies for their resource. Perhaps a time delay for queuing and building; longer for lower market stability. Maybe limited to the "capital" military facility of each militarized faction, or a specific yard station. Probably not available to pirates.

An "agent" you can request ships from who isn't the most reliable. He still takes time to find the ship and when you come to pick it up, it may not be in the best condition; hull damage, negative skin ala the current D-models. You can turn down his offering, but it'll take more time (perhaps even longer) to find another and probably require another (smaller) payment. Perhaps limited to pirate and independent factions.

The difference being making the player feel like they're involved in the "ship lottery." As it stands the system feels entirely random (barring market stability limiting classes) and sometimes feels like your desired hull will just never appear (as I feel now).

13
Bug Reports & Support / [0.65a RC1] Needler Jealousy
« on: October 21, 2014, 11:37:59 PM »
Both the small and medium (haven't seen the large) Needler weapons require Cooperative standings to purchase. Seems odd that they'll happily sell me rather large ships and all the other weapons in stock, but..."no Needlers for you!"

14
Bug Reports & Support / [.65a-RC1] Fragile Engines
« on: October 21, 2014, 03:55:54 PM »
This had been discussed in a thread the General forum, but I wanted to make sure it got its limelight.

Engines appear to be maliciously fragile now, even though the patch notes claim they should be tougher. Low-Tech interceptors and single missiles can flameout a Hammerhead in a single pass.

15
Bug Reports & Support / [0.6.2a] Loading Anomaly, Crash
« on: January 17, 2014, 08:46:17 PM »
These two may be related since they occurred one after the other. Maybe entirely not. I'm no programmer. ;D

I'm not sure if it happens every time in these circumstances, but I've had it occur in previous versions. Get into combat and cause the enemy to retreat (in this case, my Lasher took the armor off a Buffalo and a Lasher but the battlescape was too small for me to catch them as they ran). Harry their retreat, then pursue. Get your butt handed to you (damn Buffalos and their ability to fire a massive volley backwards) and decide instead of trying to hobble away in your crippled frigate, you want to reload. ESC, exit to main menu, load saved game. Upon loading you will be taken to the combat results screen as if the enemy fleet you just loaded away from had actually managed to reach the top of the battlescape and burn away. You can interact with all the options, however when the window closes your fleet is right where you left it upon saving.

After all that, I decided to head toward the pirate base. Swung around a couple fleets in a daring chicane, clicked the base for the last inbound leg, and...
Code
2706335 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
2736610 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 0
java.lang.ArrayIndexOutOfBoundsException: 0
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Note this came shortly after a new Easy start, so I had the combat freighter, had swapped a few weapons on the Lasher, and gone up one level. Otherwise brand new.

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