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Topics - grinningsphinx

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Modding / Increase chance of Officer spawns at markets and one more item!
« on: February 07, 2017, 09:33:31 AM »
The universe seems devoid of officers, which is odd because the sector is on wartime footing 100% of the time youre playing...there should be LOTS of officers and 1 or 2 even in small markets (3<)

Is there any line that can be changed to just increase the spawn chances?

Also, I would like to get rid of the "Cargo scan"  because of not having the transponder on...its TERRIBLY implemented and a bad mechanic all around....I got stopped by Hegemony in Tri Tach space, and fined for not running it in Hegemony space, and then fined again by a Tri fleet NOT RUNNING there own transponder.

In a system where Tri-tach was at war with Imperium, I got fined by tri tach fleets for running without it on while im trying to ambush Imperium convoys in the asteroid fields..

My rep was 80/100

Yeah..the whole thing is just dumb and broken and honestly adds very little to the game play in its current iteration, especially since the AI doesnt even follow its own rules.

Modding / File to modify for "Pursuit" battles
« on: January 31, 2016, 08:34:22 PM »
Which file am i looking to modify so that there is ZERO chances of any kind of Objective marker to spawn in "Pursuit" battles....I find it unrealistic and annoying since most ships already start ahead of you and enemy AI seems to cap Nav Buoys extremely fast. I see the pursuit battle as to be highly disorganized..why would there be any command objectives on the field??

Doesnt make sense.

Modding / Boarding value
« on: January 29, 2016, 03:04:48 PM »
Does anyone know what value to change to increase the chance that a  random ship can be boarded and captured after a battle?

General Discussion / Changed my mind about fighters
« on: January 21, 2016, 06:25:28 PM »
But only for SS+.

The SS+ fleets occasionally field massive numbers of fighters and ive found throwing a trash screen of fighters back at them ties them up nicely while i get some Achilles in the air.  They do have some limited use as pursuit tar pits but its hard to find a fighter that has both speed at 175+ and the ability to disable fast running ships.  Armored Mining Drones from Tiandong also make some very nice carrier escorts or tar pits for fleet objectives once they reach them.

General Discussion / Fleet Commands System
« on: January 21, 2016, 03:09:42 PM »

Its unwieldy and nonsensical.  When you issue a waypoint and turn it into  a rally point, ships should proceed to move to it and NOT move out of that square. I dont want them to engage targets and move off of it, i want them to Rally there for incomming missile ordnance/received fighters or to launch missiles from. Also, the Defend command needs its response range halved, the or even the same leash that that the escort command has. Fix a point in the center of your waypoint that counts as a "ship" and have the assigned task force defend that ship with the escort command...i dont need them to defend half the map but only maybe a  3-5 square radius around that point.

Its the most frustrating system in starsector by far and needs a complete overhaul.

Modding / Need Help Fixing Apogee Drone system
« on: January 21, 2016, 01:31:14 PM »
Hello All!

I would like to fix the Apogee drone system so its not welded to the side of the ship.

Ideally i would like to lift the code from the SS+ Arachne but limit the roaming range. I would also like to make it so that the drones are rebuilt over time.  Anyone have any ideas on where to look for the relevant code?

thank you!

General Discussion / Apogee Drones
« on: January 16, 2016, 11:15:21 AM »
seem to be welded to the side of the left ship... Couldnt they just be given the same code as the Arachne destroyer so that they can actually fly around and shoot things? Or maybe revolve like they do around the one imperium cruiser?

Is there any particular reason why you can join a fight between two factions that youre already hostile with??

Example  I see a Junk Pirates Fleet engaged with those silly Tri Tacs and there jump/phase ships..  Well i have a slightly bigger fleet then both and there mostly frigates, yet when i try to enter the combat im told

"neither side trusts you enough to let you enter the fight" ...Umm...Come again? Your both my hated enemies...As far as I would be concerned, anyone who is not me is a fair target.

The code CANT be that complicated  for a 3 or more way fight, can it?  

When I press X to transfer my command to another ship,  will my fleet commander actually displace the NPC Officer that i have running that ship as far as bonuses go? or is it completely cosmetic and just lets me play as that ship+NPC combo?

Also, what script can i alter to change the left hand text fade out?  Sometimes I have a large block of text that comes in and i cant read all of it....the text fade happens whether you have the game paused or not:(. this is for the system travel map pop up news text.

If I have a carrier in the fleet, but not deployed, do i still get to keep a destoyed fighter wing or must i deploy a carrier to the actual battle to trigger  that code?

thank you in advance!

General Discussion / Nav Buoy, Sensor Array and Comms
« on: January 11, 2016, 01:53:45 AM »
Nav and sensor are pretty self evident

Comms says it give you logistics commands and 30 Fleet Points..Umm..what are fleet points?

General Discussion / Camera and zoom.
« on: January 10, 2016, 04:34:04 PM »
When I assign ships without having my commander in the group, i can seem to zoom out at all. When i press zoom out it immediately goes to the fleet screen..  This is so dumb i cant believe its intended behavior. Is there a fix? File edit?

Also, I dont think you can zoom out enough..the level seems off and the POV even from max zoom seems to ill support a tactical game. When you have a ship on the board with enhanced combat sensors it should enable extra levels of zoom....or tie it to some of the useless skills in Logistics.

Btw, can anyone tell me how to edit those values?? The entire logistics tree is underwhelming compared to Combat and Science.   


Ive read the manual and read the wikis and there still some stuff thats poorly explained:)

1   In the logistics branch, the skills that reduce Supply costs are only for monthly maintenance right? It doesnt reduce the supply costs of ships after battles and retreats?

2   What is weapon recoil and how does it effect firing ? Do beams or energy weapons even have recoil?

3   Im having a tough  time figuring out "maneuverability" of it tied to top speed or is this stat just hidden? If hidden, it should most definitely be listed under the ship stats along with top speed. The Castle was FAR more ponderous then i expected it to be.

4   Target Analysis  I dont understand what the base skill does at all, as its not a mechanic thats mentioned or explained anywhere.

5   Gunnery Implants  What is the difference between basic hud and advanced hud?

6    Advanced Tactics  seems pretty weak requiring significant investment in it to see any return.... I rarely use more then 3 or 4 command points in any battle...and the cancel orders doesnt always recover your points.

7   What are the differences in NPC captain stances?  Timid, Cautious, Steady and Aggressive?  Is there ever any reason to have a timid officer?

Im sure theres other things that ive forgotten but this will go a long way, thank you in advance!

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