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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Topics - Kwbr

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1
Bug Reports & Support / [0.95a- RC12] Repeated patrol scans
« on: March 30, 2021, 05:32:31 PM »
Bought a ship off the black market, got chased by a hegemony patrol. Turned my transponder off before exiting the system and got intercepted by the patrol in hyperspace, who then demanded I turn my transponder back on and submit to a scan. After the scan was over I immediately got the "You match the profile of a suspected smuggler" dialogue and was forced to submit to a second scan. This all happened in the same dialogue window, I was only intercepted once.

Not really a bug just weird behavior I thought was worth mentioning.

2
Easiest way to explain this is with pictures so




I believe it just suddenly started displaying like that after I salvaged a pristine buffalo, I'm not sure though. Saving and reloading didn't fix it.
I am running a few mods but I don't think they'd have anything to do with it, mod list just in case.
Spoiler
AudioPlus
Autosave
Combat Chatter
Common Radar
Console Commands
GraphicsLib
LazyLib
LeadingPip
Lightshow
Version Checker
[close]

Edit: I believe it has to do with converted hangar and the OP increase it gives to fighters, it doesn't seem to be accounting for the 1 extra OP the talons cost on the fleet screen.

3
topic title probably makes no sense but I just got a derelict scan mission with its analysis reading "The target is located in the heart of a binary star system in the blah blah", however upon getting to the star system it turned out that the target of the mission was orbiting the secondary star, not the primary, thus leading to the derelict not actually being in the heart of the star system.

It's a really minor thing that probably doesn't even classify as a bug but its a bit inconsistent in terms of gameplay. Obligatory pictures for clarity since i can't words properly most of the time
Spoiler

[close]

4
Bug Reports & Support / Derelicts too deep inside star coronas
« on: June 07, 2017, 10:39:23 PM »
wasn't sure if this belonged in suggestions of bug reports so apologies if its in the wrong place

gif is fairly self explanatory, its impossible to actually reach the mission target even at burn 20 which leads to missions that're impossible to complete
Spoiler
[close]

unless im just dumb and its only inaccessible cause my fleets small and how far you can go into a corona is based on your fleet size, either way its a bit garbage in terms of gameplay.

5
Bug Reports & Support (modded) / Missile related crash
« on: May 19, 2017, 07:18:49 PM »
Just had a random crash seemingly pertaining to some sort of mirv missile AI, dunno if its relevant to anything but just in case ¯\_(?)_/¯
Spoiler
30446833 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator  - Created MarketProcurementMission: domestic_goods to Ascalon
30449393 [Thread-4] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 293, FP2: 148, maxFP1: 300, maxFP2: 200
30449440 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
30518270 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
   at com.fs.starfarer.combat.ai.missile.MissileAI.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)
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6
Bug Reports & Support / [0.8a] Commodity duplication
« on: April 21, 2017, 02:55:34 AM »
I essentially managed to duplicate a unit of heavy machinery after having only 1 drop from salvage. I had only 1 cargo capacity left so when I shift+clicked the heavy machinery it filled the slot then left another one in the salvage window with a 0 where the amount was displayed, and let me pick it up as well. dunno if that explains it well enough but I haven't been able to record it yet, and I'm just assuming it works for every commodity.

7
Suggestions / Tug functionality
« on: May 31, 2016, 09:17:31 PM »
I did a brief search for anyone who had similar suggestions and didn't find much, so apologies in advance if I'm repeating anyone.

After my first real full playthrough of Nexerelin I found myself with almost 1/3rd of the default maximum ship count taken up by tugs, and while that's largely to me being stubborn and refusing to drop below burn speed 9, I find it mildly displeasing that it's required to have a number of these ships for larger fleets when they're entirely useless outside of their single purpose, and that being one that's entirely forgettable once you purchase a tug.

The two suggestions I have are fairly similar and give them a bit of application in combat;
  • Tugs could grab disabled friendly ships for 100% guaranteed recovery, allowing you to have more control over losing some of your more precious ships
  • They could also be tasked with retrieving disabled hostile ships for a 100% boarding chance, which would be useful for nabbing any sort of specialty or rare ship that might've caught your eye.

These alone would probably be fairly overpowered as you could capture or recover just about any disabled ship on the field given enough tugs, so a few balancing possibilities would be to have tugs recovering ships have a huge CR cost, or just have a hard limit on the number of ships you can recover with tugs. Another balancing factor could be that larger disabled ships require more tugs to move at reasonable speeds, not to mention putting a tug / several tugs out in combat is a huge risk considering how flimsy they are, recovery operations would have to be well defended.

The main drawbacks I feel this could have are that it would likely conflict with the system of capturing and recovering disabled ships currently in the game quite a lot, plus this could potentially remove the more punishing aspect of losing expensive or rare ships if you're equipped well enough to recover them. Just because a ship isn't fully destroyed doesn't necessarily mean it would be anything worth salvaging.



Also I've got an entirely unrelated question and not really a suggestion as it has to do with boarding during combat, but would implementing it as a basic command like all the other combat orders be a possibility? It'd probably take way too much tweaking to be viable but I thought I'd ask.

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