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Topics - RickyRio

Pages: [1]
1
Bug Reports & Support / [0.8.1a] Game Crash in Eos Exodus system.
« on: June 03, 2017, 05:03:24 PM »
Error log:
Spoiler
423879 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.util.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ActionIndicator.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
424051 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
424052 [Thread-10] INFO  sound.H  - Playing music with id [campaign_music_part_2_v28.ogg]
[close]

2
Suggestions / Random brainstorming for future outpost functionality.
« on: April 27, 2017, 02:11:00 AM »
Random brainstorming for outposts beyond "oh let us make ships or mine resources"

Shipbreaker/scrapyard:
  • break down D ships for parts
  • specialized ship crafting materials
  • combine multiple D hulls int? one normal hull for not huge fee
  • Gain more salvage/fuel from scrapping than normal

Hyperspace Interdiction/Interdiction
  • All jumps into system get redirected to the station, piracy?
  • Prevent fighters from being used in system, (Homeworld gravity field generator)

remote fighter assitance/intra-system weapon system
  • Send fighters to assist friendly fleet/s in system
  • Ultra long range weapon that reduces hostile fleet's CR per hit (within like 1000-3000ish system range?)

System-to-system jump-gates
  • allows travel between two outposts instantly for some hefty resource cost
  • limited by range, outer rim outposts would require a chain jump-gates to get to
  • possible progression to restart gate technology?



3
General Discussion / Thoughts on the Colossus.
« on: April 23, 2017, 08:54:32 PM »
its instantly become my go-to freighter for larger fleets, I absolutely value its no being a civilian-grade hull perhaps more than I should. Now I just want a similar tanker.

4
as title says, the Squall MLRS missiles do not seem to be doing any tracking other than at launch, nor do they do the little wave motion they used to have.

5
Bug Reports & Support / [0.8a] Sustained Burn fails when out of fuel
« on: April 20, 2017, 10:05:32 PM »
Sustain Burn will not activate in system when you have no fuel.

6
Bug Reports & Support / Hostilities: Hegemony / Hegemony
« on: January 17, 2016, 01:51:29 AM »
Spoiler
[close]

Im not exactly sure how this happened... But here is my best guess as to what caused it.

I had a Hegemony Commission.
I wanted to switch to Independent Commission
I attack a Hegemony patrol sending my positive standing to -50
I proceed to switch my Commission

This pops up about a month later in game.

(Side note: I edited my Tri-Tach standing from -100 to 0 just before this all occurred, but I do not think that should have influenced it)

7
Just lost a good early/mid game setup due to three 15+ ship fleets chain engaging me while I was trying to use a jump point to hyperspace. Is there a specific reason jump points take a few seconds after leaving a battle to become intractable?

8
Just some ideas about how more depth could be added to boarding without making a new game mechanic.

Ships:

Ships could have a "boarding multiplier" that determines how hard they are to board, ie: all boarding actions against this ship get multiplied by .75
this allows civilian ships to be much easier to board (they could have a positive multiplier) while military ships would often be much harder

Some ships could be made for boarding actions, and have an innate hull mod that modifies your own boarding chance.

Crew and marines:

I am not sure how the numbers work currently but for the defending ship I would make sure that their defense is based on the crew and marines they still have alive.

Numbers thrown at the wall

Green crew = .5
Crew = 1
Vet Crew = 2
Elite Crew = 3
Marines = 5

Then the attacking marines get summed up against the defending crew, relevant multipliers applied and random elements added.

9
I took my hegemony standing below 30/100 and Tri-Tac is still investigating me every time I go above -30/100

Do I need to take this stuff down to the negatives or is it hard set after you get good standing with one faction?

10
The Squall has a listed range of 2000. in battle the missiles seemed to be timing out rather quickly compared to harpoons (range 2500)

Testing in simulator it seems to be an issue with pilot skills (Missile ROF or flight speed I would guess)

Pictured: a squall firing and a harpoon as it times out (the farthest missile)

With pilot skills
Spoiler
[close]

Without pilot skills.
Spoiler
[close]

11
General Discussion / Having a hard time finding Heavy Blasters
« on: October 22, 2014, 07:35:32 PM »
Recently bought the game, really enjoying it so far.

I have made a trip to every station I could possible visit (not counting pirate bases) and I have not found a single Heavy Blaster other than the one I have started with.

Trying to run a fleet of 3 Wolf Frigates and It seems like the best weapon for the forward medium energy slot, I just cant seem to find them.

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