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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - SapphireSage

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Too often, the easiest and quickest path to riches is to smuggle weapons, marines, supplies, and fuel to Path planets because their hostility to everyone prevents them from being able to meet demand putting them in a permanent shortage and allowing anyone to get up to a 200% credit profit per unit of weapons and similar for supplies, fuel, marines, and drugs!

I think a good way of helping to minimize this issue is to allow pathers a unique way of getting supplies for things despite everyone hating them is to allow them to be supplied by planets with Pather Cells on them. Since they can have several planets with cells on them they can use those planet's resource to help fuel their planets and stations via smuggling. Logically, those cells need to be getting supplies somehow and clearly with the constant supply shortages at their planets its not coming from home, so what if they sent some that way instead?

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Bug Reports & Support / Possible Marine Exploit?
« on: April 30, 2021, 10:06:22 AM »
I was reading some stuff on the StarSector reddit when I came across this thread talking about how jettisoning marines before a raid will allow you to take less casualties than leaving them in your crew.

I'm not sure if it works or not due to not making much use of raiding early on, but if anyone coming into this topic with more resources or experience with in-game raiding can comment on whether or not this works as described? Some posts in the thread state or imply that it works, and if true can lead to "Doing tedious, non-intuitive things for optimal results" type of behavior that tends to be removed. Especially for raiding that I hear is rather profitable early on.

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Modding / Various tag definitions
« on: July 13, 2019, 10:03:47 AM »
Figured I'd ask this here, but is there any documentation that describes what the various tags do specifically? For ex. a description between what the FIGHT, INTERCEPTOR, ALWAYS_PANIC tags mean and how they affect behavior.

Mainly I'm bringing this up because I didn't know the differences between FIGHTER and INTERCEPTOR since I heard somewhere that INTERCEPTOR means a fighter would focus on other fighters, but didn't know if they would shoot missiles too or if FIGHTER would focus fighters too even when targeting a ship. If anyone could please point me where the meanings all are please?

Thanks in advance!

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General Discussion / Good fighter faction
« on: March 06, 2019, 03:55:53 PM »
Good day all!

I was wondering if anyone could list out the factions, including mods, that are heavily fighter focused?
Except Diable Avionics though, I've definitely done my share of time with that one.

Thanks in advance!

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Bug Reports & Support / Infinite Command Points Exploit
« on: February 28, 2019, 10:45:56 PM »
I found a method that is able to cause an infinite supply of CP for ordering ships around in battle.

If you create an order, then change that order, the order will change and you'll be refunded the CP that you spent to make it. You can repeat this as much as desired and maintain 5 CP for the entire fight.

Rechanging the order will not give you more CP. Neither will changing a new order created during the open comms freq give you more, only when changing the order made to open comms.

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Good Morning Alex and Tartiflette,

I am reporting an issue I saw while fighting a battlestation as Diable Avionics.

While attacking the station, I noticed that my Uhlan Siege Laser wasn't autofiring on the enemy station. The Uhlan typically ignores firing on frigates(which I like very much), but it surprised me to see that it would also ignore the station modules on autofire.

I'm making a guess that the modules for the station count as frigates in this case? And if so, would that mean that other weapons that ignore frigates would also not autofire on the battlestation then?

Many thanks, and I hope you have a good day.

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