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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 - RedHellion

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Bug Reports & Support / 0.95a Automated Ships CR calculation
« on: April 15, 2021, 12:39:57 PM »
Originally mentioned this in the 0.95a announcement thread, figured I'd cross-post this bit to here:

With 2 Remnant Brilliant cruisers I'm at 50/30 DP for the Automated Ships skill, meaning they have 60% of their normal max CR. I would expect that means they have 47% CR ((70 base + 8 from my current Crew Training) * 0.6 from Automated Ships), but their CR is only 38%.

If I give them both Gamma Cores, my Automated Ships skill goes to 60/30 DP meaning they have 50% of their normal max CR. I would expect them to have 46% CR ((70 base + 8 from my current Crew Training + 15 from the core's Elite Reliability Engineering) * 0.5 from Automated Ships) but their CR is only 43%.

Not sure if there may be some weird interaction with the base -100% CR penalty for the Automated Ship hullmod (since that's the only other contributing factor listed for that calculation when hitting F1), or there's some other hidden math going on.

2
Suggestions / Tactical battle "Task Force"/"Group Up"/"Support" command
« on: February 25, 2019, 04:28:52 PM »
Taken/modified from my comment on the patch notes thread http://fractalsoftworks.com/forum/index.php?topic=15027.msg244073#msg244073:

Adding a new command or method to form a task force out of grouped ships (perhaps inheriting the targeting/engagement behaviour of the friendly ship the command is placed on so that they work together as a group to attack) would be an amazing addition. This would allow similarly-sized ships to work together as equals and stick together: for instance having a team of Sunders with HILs and Gravitons work together to take down targets, or ships specializing in Kinetic weapons partnered with ships specializing in HE weapons so they stick together to complement each other. I've been hoping for the ability to form in-combat task forces that act as a coherent group (and can be escorted, escort, or given commands as a group) for a while!

The systems are getting much better as-is so it's not like I necessarily consider the escort system and automatic AI ship/fleet tasking lacking where it is right now, but it would be a nice addition to force complementary ships to work together as a unit rather than just assigning them all as escorts and hoping the escorts don't just sit on the defensive. And I don't feel like it would turn combat too micromanagement-heavy or too much like a strategy game, since the task force would still be under AI control (just working together as if it was a single entity). Just another way of directing the AI gently, like the current set of orders does.

This has already been suggested a few times before without any official word one way or the other, while it has had general support for the concept both in these Suggestion threads and when mentioned in the patch notes. I also feel like this kind of behaviour isn't covered well by just the "Escort" command, either where it is right now or even after the changes coming in the next release.
http://fractalsoftworks.com/forum/index.php?topic=13372.0
http://fractalsoftworks.com/forum/index.php?topic=13553.msg228389#msg228389

3
Bug Reports & Support / [0.9a-RC10] Can't attack Lumen-only Remnant fleets
« on: November 21, 2018, 06:33:46 PM »
I can't attack Remnant drone fleets with only Lumen-class droneships (with phase skimmers) that sometimes exist in systems with low-level warning beacons. They'll never actively attack me and stay listed as "dormant", however if I try to attack them they always retreat (and never assist each other) and unless they have a ship with slower than 140 base speed (such as one with a degraded engines d-mod) the "Pursue them" option is always greyed out even when I have SO Lashers and Wolves in my fleet. I can only "Let them go" or "Harry their retreat", and even if I harry their retreat over and over until their CR drops to 0 the "Pursue them" option is still greyed out.

Example where I have a fleet of only frigates, harried them until their CR was 0, and still can't pursue them:
Spoiler
[close]

Another example where I have a fleet with destroyers and cruisers in it as well as the frigates, but I can pursue them because one of the ships isn't a Lumen:
Spoiler
[close]

4
General Discussion / Colony patrol buildup?
« on: November 21, 2018, 11:39:15 AM »
How long does it usually take for a colony to start producing defensive patrol fleets after a Patrol HQ is built? I've had a Patrol HQ there for at least 3 months, and upgraded it to a Military Base a month ago but haven't seen anything other than the odd trade fleet owned by my empire leaving the system.

Relevant info:
My colony is still just size 3, but has 9 stability and around 90% fleet strength (and I have lots of blueprints for both ships and weapons/fighters available). The colony is decently profitable ($40k+ credits/month) but has a hazard rating of 200%. It has a starport and a space station, as well as more than enough ship hulls and other required materials produced by my tech mining and orbital works industries to fulfill the Military Base requirements (and says there's no shortages of anything being experienced by the colony). There are also a few small 1-2 frigate Remnant fleets in the system that I haven't been able to clear out yet because every time I engage them the "Pursue" option is greyed out; I've been too lazy to dump all my capital ships to destroy them with a frigate-only fleet since they don't actually attack anything.

5
Suggestions / Colony Fleet/Patrol buildup tracker?
« on: November 21, 2018, 11:12:34 AM »
Currently, colony fleet/patrol buildup is extremely opaque and almost entirely a guessing game. I have no idea how long until a colony's Patrol HQ (or any of the upgraded versions) produces a new patrol (or any other) fleet or what kind of fleet it's trying to produce, let alone how many fleets the colony has already produced and where they are or what their current composition is.

It would be super helpful if the Colony screen included a "Fleet Buildup" tracker that shows how many days until the Patrol HQ produces a new fleet, what kind of fleet it's trying to produce, and maybe a rough estimate of the maximum number of fleets/ships the colony can support given its current population, fleet base level, and any other variables that go into that calculation to make estimating your current level of potential system defense possible.
For bonus points, a "Fleet List" either on the colony screen or as part of the Command menu that shows a list of all active fleets produced by your colony/empire and their composition and current location would be very helpful as well.

I do also have an ulterior motive for this; my current colony has a high fleet strength rating (almost 100%) and Military Base with all its requirements fulfilled by in-faction production and yet has seemed to produce no patrol fleets after months of existence - I haven't seen any orbiting the colony or guarding the warp points, or flying around in the system. Only the odd trader fleet seems to have been produced. Having a fleet list or otherwise being able to see when the next military patrol should be built would help me figure out if this is a bug or not.

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