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Topics - Mr. Sterling

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Bug Reports & Support / [0.9a RC10] flux and weapons
« on: December 05, 2018, 02:05:40 AM »
flux is rarely at 0 when not using shields or weapons hangs around 260 (heron fast carrier).

weapons set to auto dont work all the time when there no flux (heron fast carrier) 1 gravaton beam 6 tactical lasers 3 wasps with integrated point def mod. set ship on auto pilot it changes weapon group automatically usually to group 2 take off auto pilot change back to weapon group 1 and group 2 and group 3 wont fire (under weapon groups all weapons are on auto)

when using auto fit after creating a custom fit and saving it it wont correctly add the fit to the ship in ? you are trying to auto fit

when officer is found after u have reached max officers can place extra officer on ship using auto assign idle officers button then can move officer to any ship u want that officer on.

how about an officer storage section so can change officers when changing fleet ships

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Bug Reports & Support / possible bugs
« on: May 03, 2017, 05:18:58 PM »
Buffalo (D) (Freighter) {the red one for sale in the shipyard}

Hull Mods: Civilian-grade Hull, Shielded Cargo Holds

So why the (D)?


Friends with pirates {as im playing a pirate in my current game} yet they still want my cargo when doing an out of system trade run????


forced into a fight have allies in the same fight dont deploy any ship allies do all the fighting. win the fight yat rep still goes down????


get a fleet log save and exit game when log back in loose all fleet logs?


When low CR damage ship and loose crew but crew isnt lost?


not bug but  ? any thoughts on or if we are going to start building stations {that we actually own and control not faction related} that we can build ships at and sell our goods {whether stolen or not} at and on having more then the 1 fleet? ie like promote 1 of our officers to command thier own fleet {that we design as in ships and gear etc} with limited control like trade, patrol system or guard station/planet etc

as for building ships not able build any ship at start but can learn to build every ship. example build a station upgrade it to be able to construct ships but the station knows no ship designs so take a wolf ship put it in the station tell it to learn design it deconstructs the wolf ship {over a period of time} and learns to construct that ship {loose ship in the process}. then add in the metal machinery etc needed to construct ship and tell it to start production {to be completed over time}. if you tell it to learn a (D) ship it will learn that ship with the (D) designation including its damaged parts.

which would enable you to possibly fix (D) ships not for $ but for items like metal machinery etc if station know the ship design without the (D).
would also allow you to put sips in to deconstruct for parts. Instead of scuttling almost every (D) ship i get as i cant find a use for them.

ty
Mr. Sterling (an old gamer)

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