Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - majorfreak

Pages: [1] 2 3
General Discussion / question for Alex
« on: May 26, 2024, 10:56:04 PM »
re: Selling recovered ships while undercrewed

Assuming you know that when you have a fleet that's fully repaired and crewed, then bring to station a bunch of damaged hulks you 'recover' from the battlefield - but don't have enough crew to man it to skeleton level - and you sell said hulks (after repairing them or not, preferably former since you do get more out of it than you put in...tariffs willing) the rest of your healthy fleet takes CR damage at each sale.

Assuming you do, what's your rationale/justification for such an event? I'd love to know your thinking behind that strange mechanic.

Personally, I assumed that if i am on a battlefield near a open market i could quickly recover the hulks, run to station, repair everything to get maximum credits on sale, thus avoiding a prolonged situation where my CR slowly drops because i am under crewed. I figured the hit while travelling to station would be lower than my profit margins.

But i was shocked at WHILE DOCKED i would incur a massive hit to my fleet's CR just by selling those ships individually.

note: obviously I've gotten the workaround down pat. when i plan on looting a battlefield i either just mothball the damn things and sell to a black market somewhere, or buy at least a thousand cheap crew just beforehand, sell the repaired ships after repairing them to an open/black market nearby, then sell the crew at some station's blackmarket that has a shortage of them quickly so to avoid too much salary/payroll issues.

Modding / vanilla hullmod not working
« on: May 20, 2024, 08:32:14 PM »
My high resolution sensor hullmod doesn't add to my sensor total

i'm guessing it's one of the obsolete mods I fiddled with the version number to get 'working'

{"enabledMods": [

Bug Reports & Support / activation key, where to find on computer
« on: September 16, 2023, 08:48:57 PM »
isn't there a way to find your key somewhere? registry or something?

46253 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.plugins.LevelupPluginImpl]
java.lang.RuntimeException: Error loading [data.scripts.plugins.LevelupPluginImpl]
   at com.fs.starfarer.loading.scripts.ScriptStore$ Source)
   at Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/plugins/', Line 6, Column 13: Non-abstract class "data.scripts.plugins.LevelupPluginImpl" must implement method "public abstract long com.fs.starfarer.api.plugins.LevelupPlugin.getXPForNextLevel(int)"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(
   at org.codehaus.janino.JavaSourceClassLoader.findClass(
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/plugins/', Line 6, Column 13: Non-abstract class "data.scripts.plugins.LevelupPluginImpl" must implement method "public abstract long com.fs.starfarer.api.plugins.LevelupPlugin.getXPForNextLevel(int)"
   at org.codehaus.janino.UnitCompiler.compileError(
   at org.codehaus.janino.UnitCompiler.compile2(
   at org.codehaus.janino.UnitCompiler.compile2(
   at org.codehaus.janino.UnitCompiler.access$400(
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(
   at org.codehaus.janino.UnitCompiler.compile(
   at org.codehaus.janino.UnitCompiler.compileUnit(
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(
   ... 5 more

General Discussion / clear waypoint
« on: August 17, 2020, 03:27:40 AM »
alex, could you code in a hotkey to clear destination? it's kind of silly* to go into map every time i change my mind about which celestial i'll be jumping to/heading for, especially in unexplored areas.

*-silly in the sense that it's a egregious immersion breaking process

General Discussion / Artillery
« on: July 17, 2020, 05:49:40 PM »
I want to use 'timid' tactics and artillery (not missiles) with high speed.
I'm at work so can't theorycraft.
Anyone know ships that give the 50% built in range bonus AND over 90 speed?
Vanilla and Modded is fine

I usually cheese it with pilum spam but the remnants have too many PD

General Discussion / pilum + razorback = cheese
« on: November 01, 2019, 11:56:27 AM »

i used to go with a crap tonne of vigilants &/or buffalo mk2s (both really low deployment cost medium missile boats)
i also needed to go with a tonne of officers...
both of which meant i needed to tweak the settings.json pretty hard.

now though, i find 15 razorbacks just on this side of total cheese.

i've flipped back and forth between vanilla pilum and the mod for it and i'm still on the fence which one makes the game more fun (and eliminates the grind bits)...both forms are equally deadly enmasse.

i don't think it's THAT op because when facing high tech forces with competent PD and a very aggressive one at that, i'll get my razorbacks scattered to back and beyond and focus fire becomes non existent.

General Discussion / self sufficient player owned system
« on: October 30, 2019, 07:39:58 PM »
lol. omg. the hilarity of watching hordes of your own AI dogpile on pirates and faction raids, after ingame years of scrabbling and scrounging to build up 4 planets with their own patrol HQ+  lol

ooop. hey, wait! i just incurred a -5 faction standing...but i wasn't even involved in the battle...i'll test further, but will this continual -5 hit even occur when i'm not insystem laughing my ass off?

Suggestions / officers & auto assign
« on: October 05, 2019, 06:20:23 AM »
here's the thing: i'd like to be able to switch fleet composition to a solo ship with high sensors go around scouting - then later grab my other ships and officers and head out again with my main fleet - WITHOUT having to reassign my officers to their respective ships manually.

it would be nice to have officers remember which ships they last flew so i wouldn't have to have this list i keep on my cellphone of officers <-> ships (which keeps getting updated)...possibly a button in refit or fleet window?

it's pretty intimidating a chore to do, so i don't think i've done this more than a handful of times before just keeping to my one fleet and just switching out my non-officer ships on the fly (which are mainly just freighters & tankers & tugs)

it's pretty frustrating actually and the reason i stop playing the game alot. to be fair, this is probably exactly why Alex keeps the number of officers/ships to a minimum.

Suggestions / mercenary officers and the grind to find them
« on: September 29, 2019, 06:05:04 AM »
is there some way we can have a visible icon or something to show that we've already looked at the officer (aka we didn't like the traits and oh god here we are looking at them for the nth time)?

General Discussion / dead broke help!
« on: May 24, 2018, 08:29:05 PM »
alright, so i've got lots of supplies and fuel, plus a battlecruiser (and a few destroyers in storage) with about 1500 cargohold total in my current setup. I'm basing out of Sindria and i haven't got a commission with anyone (it's really early in the game)...i've got a bunch of lvl3 skills (the bottom line of skills, plus one single skill for getting 6 officers - haven't gotten any more than 4 though)

i just can't seem to get bounties near me, and i am having a hard time breaking into the missions for scanning derelict ships (they seem to be reallly far away)

vanilla game, latest version, no mods

Bug Reports & Support / fresh installation on windows 10
« on: April 29, 2018, 11:19:27 AM »
starsector_install-0.8.1a-RC8.exe (for windows)
"This app can't run on your PC"
"To find a version for your PC, check with the software publisher."
i'm a bit stunned this isn't a sticky somewhere...are there just no new customers anymore, Alex? i highly doubt that. Maybe it's just me, but i doubt that.

[attachment deleted by admin]

Suggestions / weapon descriptions (some mods included)
« on: April 08, 2017, 09:10:59 PM »
i was chatting with the guys in the Templar mod thread and posted an analysis of the Large Energy weapons. I'd like to go through and do the entire codex at some point (work in progress, obviously) with a bunch of mods (i'd post in 'modding' but it won't let me start a new topic there so this'll do for now)

My first order of business is to color code what weapons go with what mods (which is my intention for this thread to become a place where players can find the mod that gets them the weapon types they want)
please note my 100 level character obviously has lvl10 ordnance expertise
Glossary:"burst" is a duration beam. you'll see "burst damage" which is the damage over the time of the beam is active
"ammo" is a clip fed 'burst' of projectiles that fire over a short period of time followed by a recharge (special note: seems 'expanded mags' affects the 'Max clips (ammo)' instead of 'charges/clip', when listed as such)
"shotgun" is anything that is flechette or forking that acts...damage listed ingame is for total damage
"x shot" is for anything that lists damage as a number then a factor of shots OR a really stupid gun that pretends it'll be good with expanded mags.
AI war
P9 Colony
Outer Rim Alliance
Pegasus Belt
Scy Nation
  • Phased Array Cannon (71op;beam; long burst;800su) with high energy focus the enforcer test subject got dead first shot
  • Joyeuse Fractal Laser. (36op;pulse;shotgun;1200su) The timing is good for dissipation vs rate of fire. Poor enforcer got splattered, especially with high energy focus active. it seems fun enough aside from probable blue-on-blue incidents.
  • Silver Lance.  (32op;beam; power up; short burst;1200su) *scratches head* it's underwhelming on the simulator enforcer. impressive stats on paper; hardly affects the target
  • Juger Heavy Cannon (31op;pulse;1000su) the effect on the target is most impressive. the projectile speed is actually relative to velocity of the ship, which is amazing (is this a standard mechanic?)...not sure of expanded magazine utility, since the flux cost is so high for a sunder, but get these on an iliad with exp.mags. and bazinga
  • Unstable Photon Cannon (26op;pulse;shotgun;1200su) besides almost maxing out the enforcer's flux, the effect was negligible for what i was seeking. it is listed as ammo charge weapon, buttttt...well
  • Invocation Launcher (26op;pseudo-missile;MIRV;1250su*) great kiting weapon but not exactly slaying that enforcer.
  • Plasma Cannon (26op;pulse;triple shot;700su) bit greedy on the flux but i was able to take the enforcer down before i was in danger of overloading.
  • Urlan Siege Laser (26op;pulse;triple shot;1200su) bit slow on the projectile speed side but had the same take down ability of the Plasma, with less flux problems actually. wouldn't recommend the expanded mags, even though it's an ammo charges weapon
  • Plasma Siege (24op;pulse;900su) fast projectile, but ridiculously fragile...impact on anything including swarmer rocket will set it off. AOE so it'll take out adjacent rockets in the test...but, still, seriously?
  • Neutron Lance (24op;beam; short burst;1000su) slightly better than the other two above and 2 OP cheaper. Still, nothing like the Joyeuse. lol
  • Deva Heavy CAS (22op;beam;medium burst;750) on par with the below neutron pulse, to be honest.
  • Neutron Pulse Battery (22op;pulse;900su) bit slow on the projectile speed and not demanding on flux. it eventually did the job, taking not too long
  • SKT cannon (21op;pulse;full auto;950su) very fast projectile speed. horrible armor penetration. definitely PEW PEW fun
  • Particle Cannon Array (21op;pulse;Quad Shot;666su) decent shot speed, underwhelming results compared to it's 21 OP peers. (kinetic; hard flux to shields) it's listed as an ammo charge weapon, but it really is just a quad shot (expanded mags would be a total waste)
  • Neutrino Beam (21op;beam; short burst;700su) very niche weapon. useless against the enforcer for this test of actual take down time. (kinetic; hard flux to shields)
  • T3 Cannon (21op;pulse;1050su) slow reload but super fast projectile. impressive results
  • Flux Torpedo (21op;pulse;900su*) bit slow on the projectile speed side and efficacy a little less than the above stuff, but kept the enforcer in almost constant overload
  • Heavy Pulsar Beam (21op;pulse;750su) very impressive projectile speed; enforcer go splat. Range isn't great. flux dissipation nicely timed for next pulse. hmmm
  • T3 Support (21op;pulse;full auto;850su) very fast projectile speed, continuous stream. would be perfect for anti-fighter/frigate work with it's turret speed
  • Basilisk Ultrashock (21op;beam; short burst;1200su) pretty much along the lines of the Tachyon and Neutron Pulse...i'd go with this but i like pairing range equivalent mediums with my tachyon (1000su easier to pair with other things) on the sunder Us i field.
  • Tachyon Lance (21op;beam;short burst;1000su) efficacy along the lines of the Neutron Pulse directly above. It's the default weapon for my Sunders, actually.
  • Superheavy Beam (20op;beam;multi ray; very short burst;900su) impressive damage in such a short time
  • Super-charged Pulse Beam (20op;beam;ammo charges;1000su) uhm...yeah...i know why i prefer spending just one more OP for the Tachyon over this POS. with expanded mags though, it'll take down a charging enforcer in two tries
  • Auto-hybrid Blaster (20op;pulse;ammo charges;750su) well, it looks and sounds cool, but for one more OP i'd go for the heavy pulsar beam instead for better efficacy. although, with expanded mags this thing's sex on wheels
  • Bane (18op;pulse; full auto;850su)  be a great anti-fighter and frigate tool, if it's turret speed wasn't 'medium'
  • p9 High Intensity (18op;beam;continuous;1300su) not really sure of this one's efficacy. i'd say it's only utility would be to keep the target's shields up. it's horrible at building up hard flux, even on an enforcer, and semi-useless once the shields are down. 300DPS? really? only good thing is the range...and that it's a true beam
  • Heat Ray (18op;pulse;800su) not bad speed, large projectile size and i think it detonates when hitting missiles. useless at hard fluxxing a target along with damage done when shields are down. bit confused as to the EMP damage potential? it's got a slow reload rate as well. not really impressed...i'm sure it's a niche weapon paired with another type of gun i'm sure. either that or the emp is bugged
  • Heavy Polarizer (18op;?;800su) ahhh forgot about this one
  • Lux Ultima (18op; pulse; ammo charges;1500su) interesting iteration of the autopulse laser. twice the flux cost for twice the range. btw, excellent turret speed. with expanded mags this thing can alllllllmost gank a charging enforcer in one long glorious burst
  • Ultraheavy Energy Blaster (18op;pulse;full auto;700su) although the projectile speed and rate of fire is slightly less than the SKT/T3support, i would prefer this for the increased armor penetration.
  • Sunstorm PDE (18op;beam; short burst;750su) being an explosive variety of energy i didn't expect much from this. niche weapon not suited for this test
  • Guardian PD (multi beams; ammo charges) for *** and giggles i gave this a whirl. the enforcers weapons did more soft flux damage to itself than this thing. lol
  • Phantasm (18op;beam;short burst;2000su) dafuq? i can't see anything sucky about this overpowered weapon. anyone else? and i thought the longinus was OP. lulz talk about the ultimate camping sniper. put 3 of these on the starboard side of an iliad and see what happens. BWHAHAHA
  • Autopulse Laser (16op;pulse; ammo charges;700su) this weapon is awesome if you add 'expanded magazines' hull mod (lasts long enough to hit 'F' key twice)
  • Wavepulse Cannon (16op;pulse;900) it's okay, really. okay range, ROE, projectile speed, damage to shield and armor. If i was going to rank all these weapons on a scale of 1-10 this would definitely be a 5.0
  • Graser (16op;beam; short burst;700su) meh. it'll do the job, albeit slowly
  • High Intensity Laser (16op;beam;continuous;1000su) cheap, dependable and everyone's favorite finisher. it wouldn't have been able to take out the enforcer though, especially with the high flux cost. one of the very few 'true' beam weapons out there
  • P9 Raala (16op;pulse;900) substandard compared to it's peers. it claims to have ammo charges but i'm just going to call it a steady rate of fire POS instead
  • Dual Giga Pulse laser (16op;twin beam; short burst;1100su) not bad rate of fire, although it took a while to take down the enforcer
  • Heavy Disruptor (15op;pulse;1000su) it lists it's damage as fragmentation and boasts of capping out flax capacitors on capital ships. uhm, yeah, no
  • Vicerol (14op;pulse;ammo charges;1000su) interesting to see it with expanded mags. well, for a sunder that's an extra 5 op to make this kind of okay. call it a cheap man's autopulse.

I tested against an enforcer. why? because i was more interested in testing a situation where a ship had already been max flux and it's shields were down (or close to being overloaded)...the enforcer with it's *** shield and lots of armor was perfect.

Any suggestions moving forward? should i test over using a more standardized target? perhaps the mod made for target practice? Anyways, regardless of feedback i'll continue adding more weapons to this list.
my current mod list is
autonomous ships
blackroack drive
combat chatter
common radar
console commands
extra system
graphics lib
interstellar imperium
Junk Pirates, PACK and ASP Syndicate
leading pip
metelson industries
neutrino corp
outer rim alliance
pegasus belt
portrait pack
save transfer
ship and weapon pack
starsector plus
upgraded rotary
version checker

EDIT: new additions
AI war
P 9 colony
Steiner (because why not?)
EDIT: so currently i'm attempting to color code the factions as per the stickied map in 'modding' forum (probably need to use Bold and Italic, and maybe even bold+italic for the purple coded mods)

General Discussion / max player character level
« on: March 04, 2017, 10:54:38 PM »
couldn't seem to google it easily. Is it capped for vanilla? If so, this should really be in modding forum, but i figured i might start here

General Discussion / Advanced Optics + Burst PD
« on: February 28, 2017, 09:03:26 PM »
will the 500 range on the burst PD energy point defense get an extra 200 with Adv.Optics? it's my only energy beam weapon mounted so it would be a waste if it isn't.

Pages: [1] 2 3