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Topics - Bastion.Systems

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1
Got a bounty contract on a pirate fleet from a hegemony bar.
When I jumped to the system another pirate fleet supported by the bounty fleet ganked me so I used a story point to retreat without engaging, that caused the contract to complete.

2
General Discussion / Hotkey change combat speed
« on: August 11, 2017, 02:13:51 PM »
Saw FallenShogun do something like that while streaming the tournament. Does anyone know how to to set this up, would really save some time in the battle mopup phase.

3
I have 7 mods that add new markets:
Blackrock Drive Yards
Dassault-Mikoyan Engineering
DIABLEAVIONICS
Interstellar Imperium
SCY
Shadowyards
Underworld

These together add like 40% more markets/systems to the game, does this not spread fleets/missions spawns thinner than designed? What changes could be made in the json settings to compensate? Or does the game scale this stuff automatically?

4
Suggestions / Merge Missions window with Comms Directory
« on: May 27, 2017, 05:48:10 AM »
Every time I arrive to a planet I first check the missions to see if I can pick up any easy or especially lucrative missions on the way to whatever destination I am going. That requires me to:
1. click on the planet
2. click on the comms
3. click on the missions

And then to leave:
1. esc from missions
2. esc from comms
3. esc from planet

As both the comms and missions windows are pretty bare these could be integrated into a single window to get rid of 2 extra clicks every time a player visits a planet.

Another idea is to have missions window accessible directly from the initial planet screen or maybe first show missions and have personnel list be a expandable window as it is not that often when you need to sell AI cores or recruit officers.

5
Modding / Mod Request: Instantly switch commanding ship
« on: May 10, 2017, 02:51:00 AM »
I understand that shuttle zooming between ships is there for immersion, but for me it is starting to feel like a overly long loading screen before I am allowed back into action.

Sometimes I finish a fleet engagement in a slow ship and want to take control of a pursuit frigate but due to the slow speed of the shuttle I am usually late to the party.

If ship transfers were instant I would be willing to switch ships far more often, get to see more action and have much more fun every single battle.


So if it is possible to make ship switching work instantly on targeted friendly ship through a single key I would be super happy (If that is not possible then at least get rid of the shuttle animation).

If it's a lot of work, name a price an I would be willing to pay ya for the work.

6
Suggestions / A toggle to let AI manage shields
« on: December 01, 2016, 01:58:28 AM »
AI seems to handle omni-directional shields far better than I ever could. I can't shoot my weapons and change shield direction at the same time but the AI is perfect at it.
Maybe a hullmod or a skill that makes the AI turn the shields for you?
I am a captain for god's sake, surely I can find a crewmate to manage turning just like I can put weapons on autofire.

7
Suggestions / Let's brainstorm new contract types!
« on: November 28, 2016, 04:48:22 AM »
Right now the contract system offers little variety, let's try to come up with new interesting ways to make a buck.

  • Procure a certain class of ship- script should check if the markets in reasonable radius have the ship available, other ways to fulfill would be selling the ship from your fleet or trying to capture one in a battle,
    (could be an illegal contract)

  • Procure x number of a specific weapon- same deal as with the last contract

  • Courier work- carry encoded message to another system on a short timer, chance that you might be intercepted by a fleet of the factions enemies

  • Safehouse assault- Raid a safehouse and capture a fugitive, safehouse would be on some small market or an uninhabited barren world, you would need lots of marines to assault it,
    fleet might patrol near the safehouse so sneaking in is option. You might be attacked by fugitives allies or other greedy bounty hunters on the way back

  • Ferry passengers from A to B- What it says on the tin
    (something to make passenger ships have a value to the player).

  • Pilgrimage- Ferry Luddic pilgrims to a holy site and back
    (might be ambushed by Luddic Path)

  • Anti-smuggling initiative- Faction quest to scan ships for illegal cargo, needs high faction rep and commission, smugglers will try to run from you (chance to keep some of the contraband)

  • Resupply mission-Deliver supplies, fuel and crew to a fleet on the field, needs commission, you might be stopped by the factions enemies, gain lots of rep

My ideas are quite bad, but maybe someone else comes up with something clever.  ;)

8
Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
my modlist:
Code
23.07.2016  18:49    <DIR>          ApproLight
23.07.2016  18:41    <DIR>          Audio Plus
03.04.2016  16:00    <DIR>          Autosave
13.04.2016  03:11    <DIR>          Blackrock Drive Yards
23.07.2016  18:23    <DIR>          Combat Chatter
03.04.2016  16:00    <DIR>          Common Radar
03.04.2016  16:00    <DIR>          Console Commands
03.04.2016  16:00    <DIR>          DIABLEAVIONICS
23.07.2016  18:42    <DIR>          DynaSector
23.07.2016  18:25    <DIR>          GraphicsLib
23.07.2016  18:24    <DIR>          Interstellar Imperium
03.04.2016  16:00    <DIR>          LazyLib
23.07.2016  18:52    <DIR>          Leading Pip
03.04.2016  16:00    <DIR>          MusicLib
03.04.2016  16:00    <DIR>          Neutrino corp
03.04.2016  16:00    <DIR>          New Galactic Order 1.04c
23.07.2016  18:41    <DIR>          Nexerelin
03.04.2016  16:00    <DIR>          Piratos_SS+
03.04.2016  16:00    <DIR>          Portrait pack
23.07.2016  18:25    <DIR>          Save Transfer
03.04.2016  16:00    <DIR>          shadow_ships
23.07.2016  18:41    <DIR>          Ship and Weapon Pack
23.07.2016  18:24    <DIR>          Starsector Plus
23.07.2016  18:25    <DIR>          Steiner Foundation
23.07.2016  18:44    <DIR>          Templars
23.07.2016  18:47    <DIR>          Underworld
23.04.2016  02:06    <DIR>          UpgradedRotaryWeapons
03.04.2016  16:00    <DIR>          Version Checker

Anyone have an idea what could cause this?

9
Bug Reports & Support / Troubles with Lubuntu and Starsector
« on: March 22, 2016, 11:14:16 AM »
When I first unpacked and ran starsector.sh it could not find java, so I changed the java link to:
Quote
/usr/lib/jvm/default-java/bin/java.
in the starsector.sh

Now the game runs fine without sound but when I enable sound and press "Play Starsector" it gives me error:
Quote
Fatal: org.lwjgl.openal.AL10.nalDistanceModel(l)V

10
General Discussion / EMP weapons, absolutely useless?
« on: March 20, 2016, 04:44:24 PM »
EMP weapons do nothing against shields and nothing to actually damage the enemy ship, also they disable enemy weapons for a ridiculously little time to justify their existence. There is no reason ever to have EMP over high explosive.

11
Jumping to warp is risky because you newer know if 20 pirates are waiting behind that jumppoint,
navigating between storms and Luddic armadas is a little more demanding than taking supplies to a planet 2 days burn away.
Let high risk equate to high payoff.

12
There have been so many times I have jumped in a fight only then coming to a realization that my tricked out Onslaught might not be the best ship to catch those Tri-Tach merchants fleeing in utter terror from my fleet of doom. Not a really major complaint as you can still take control with the shuttle, but something I would really like to see.

13
I am not exactly sure if it's a bug or not, but either case this was somewhat unexpected and disappointing.
My dream of a giant burn 12 fleet is shattered  :'(

14
General Discussion / Screenshot thread!
« on: December 29, 2015, 08:12:22 AM »
Post your cool screenshots here!




"Volturn needs lobster"

15
Suggestions / Make stations/planets carry more supplies and fuel
« on: December 10, 2015, 12:54:04 PM »
Most stations don't sell supplies, from those who do majority have up to 200 supplies in stock with extreme 400-700 prices, there are only a handful of planets that actually produce supplies at a quantity to maintain a medium-sized fleet. That makes playing a bounty-hunter difficult as the upkeep of a fleet that loses CR and needs repairs often exhausts supply stockpiles of several systems and bankrupts you in the process.
The same in lesser extent with fuel.

I propose that all stations should carry more supplies as its questionable how there can be so much fleet activity in the sector with supplies being as rare as they are.
Also there should be more planets that produce supplies or fuel, all AI fleets should carry far more supplies (how can the pirates operate if they carry less supplies than the amount needed to recover from a single engagement) also maybe lower the average price of supples or the actual cost of repairs and CR recovery.

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