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Topics - ArthropodOfDoom

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1
See title. I don't think a save file is necessary to reproduce based on what I assume is the nature of the bug, it should be reproducible by switching from the command menu to the fleet purchasing menu, speed doesn't matter, it seems to happen whenever you switch. Very handy for purchasing any of a particular ship that your faction sells, but very broken because of that.

Method:

1: Go to a playerfaction market.
2: Hit "D", hit "F", hit "2".
3: Observer what you can buy at the ship market.
4: Repeat 2-3, see that it changed.

2
General Discussion / Wallpapers of /graphics/illustrations/
« on: October 07, 2015, 12:16:17 AM »
Just curious if there's 1920x1080 versions or bigger for all the art in that folder. The hound illustration has it, so I'm hoping the others might so I can make a background selection for my desktop.

3
Now I don't mean just what skills are you going to pick, I mean how are you going to shape your character.
I already try to RP as much as I can, but I still save-scum much too often (this is beta, after all).

Anyway, plans:
  • Primarily a trade character, although I can be a mercenary if I want to.
  • I already have two Conquests, one of the giant superfreighter things, and two Dram-class tankers.
  • Running a small country/federation/company.
  • Maybe even building some sort of super-station?
  • Primary money source is trade. That's what the Atlases are for.
  • I eventually plan to have the following fleet composition:

--------2 Conquests (will describe loadouts farther down)
--------2 Atlas-class super-freighters (for cargo, Conquests don't have enough)
--------4 Phaeton-class tankers (or largest kind, whatever's available, also to carry fuel for all the ships)

After that, I really don't want to *** of the Independent Trade group. Heck, I'd like to be one of them.
I would like to keep out of Tri-Tach and Hegemony stuff, dealing only as necessary.
Both of them seem very power-hungry, which annoys me to no end.
The end result is a small group of far-out but very powerful space-traders who don't like dictatorship, but don't like anarchy.
Maybe I can even start my own group that can control everything. :D


Oh, and the loadouts.
Each line corresponds to one fire selection group.
Hullmods/flux distribution comes at the end.

Conquests:
------4 Mjolnir Cannons, 2 Phase beams, linked
------4 Pilum LRMs, linked
------4 Dual Flak Cannons, linked
------8 PD Lasers, linked
--Hullmods:
----Stabilized Shields
----Integrated Targeting Unit
--Flux Distribution:
----22 Vents
----0 Capacitors

The result is a stunningly independent capital ship that is fairly mobile and pounds through armor.
Mind you, you have to vent fairly often, but that's what the maneuvering jets are for.


Atlases:
------3 Vulcan Cannons
--Hullmods:
----Accelerated Shields
----Stabilized Shields
--Flux Distribution:
----0 Vents
----3 Capacitors

Why would you bother using this thing in combat with any loadout at all?
This would be an excellent candidate for the OP-to-Cargo suggestion.


Phaetons:
------4 Vulcan Cannons
--Hullmods:
----Accelerated Shields
----Stabilized Shields
--Flux Distribution:
----12 Vents
----0 Capacitors

To be entirely honest, I haven't actually even gotten one of these, as I don't want to *** off the Independent Trade guys.
Then again, why would you even want to use it in combat? It's full of highly explosive fuel.
If anyone gets a chance, please inform me as to where I can get one without annoying the Independent Trade group.


That said, I have no idea how the character skills will play out,
and they might be game-changing-ly different.
So, please give your suggestions or examples for role-playing, etc., etc., profit.

4
General Discussion / Your Command Limit
« on: May 05, 2012, 07:11:20 PM »
can you increase it? I had a rather large planned midline fleet,
and then halfway through setting it up,
I realized I could only have about half the ships I thought I could get!
Will we eventually be able to increase our max fleet size through character skills?

5
General Discussion / Spelling & Grammar
« on: April 26, 2012, 10:52:30 PM »
Can you please watch yours? I respect your right to an open forum,
but it is so very difficult to take you seriously when you make the page look like a 3rd grader's website.

6
General Discussion / Adding Ships to Inventories
« on: March 17, 2012, 02:52:57 PM »
How does one add a ship the inventory of a station?
Every time I try to copy a ship that is already there, I get an error, and I checked the code.
Any help? This is all to produce a good mid-line fleet with the approximate composition:

2-4x Conquest
4x    Venture
4-8x Vigilance
4-8x Piranha
4-8x Thunder
And maybe some eagles/falcons thrown in for good measure.

7
Okay, I only really have two complaints, but one of them is more of a request as to how it works.

For one thing, the stations are not getting new ships (I was killing the convoys for a while, then stopped, still nothing).
And also, trying to get one more Odyssey (two right now, need two more),
I have been chasing the thing for an hour, battled it multiple times (saving each time),
and now it is the only ship left, and I STILL can't capture it.
Seems to me that if you have only one ship left, the captain would probably give up.

8
General Discussion / Best kind of PD and why.
« on: March 06, 2012, 04:55:58 PM »
What do you guys think is the best PD? When I started playing, I only used LR PD, assuming the range was worth it. After further calculation and general thought, I have determined that the  regular PD laser is better due to higher DPS. Unfortunately, the DPS does not make up for the lack of range, and I was wondering if there were any good quality PD weapons that can keep it together in the thick of a battle and keep you reasonably protected. I am not fond of the burst lasers for precisely this reason, as they have to wait a short period before they can fire again.

9
Suggestions / New kinds of Station Graphics
« on: March 03, 2012, 04:22:59 PM »
In each of the campaign mods that I have, the station graphics used for each station are all the same, and it kind of annoys me that the Tri-Tachyon (futuristic), Hegemony (ancient ships), Junk Pirates (literally junk), and Gun Runners (advanced smugglers) all use the same kind of station. Wouldn't the Tri-Tachyon guys have something like a an Astral-class-looking lump with highly advanced things, and the Junk Pirates something in the same style as their capital ship? And maybe their are other kinds of outposts, like a construction outpost (similar to construction_rig.png)? And one more thing, if/when we get to attack outposts, have construction drones flying around construction rigs, and some Xyphos fighters flying around an outpost, as well as a frigate or two flitting around the Hegemony station. In the end, most of these requests are graphical, and I would be glad to give my hand into creating one or two, as I have some ideas for the Tri-Tachyon station. ;)

10
Suggestions / Specifying Ships for Orders
« on: February 25, 2012, 04:50:28 PM »
I have seen this pop up in a number of threads, about how non-specific the commands are. I suggest similar[i/] system wherein you can choose from the list of available ships in order to give specific groupings to certain areas. Also, I noticed in an earlier thread something about task groups. This is BRILLIANT, and assigning task groups as such would be VERY convenient. I can see the whole concept of 1-2 Xyphos wings assigned with 1 Medusa/Tempest in order to have specifiable task groups that perform as one and don't get their stupid hulls obliterated.

11
Suggestions / Extra Windows for Strategy/Etc.
« on: February 25, 2012, 12:59:02 PM »
Okay, now this is a suggestion that rises primarily from the connection of an old screen of mine to my very new laptop, and the want to plop extra bits of the GUI elsewhere on the screen.

For example, making basic status screens that indicate the armor/weapon status/flux/etc. and have it so that they can be dragged around to other screens. This is NOT a priority, just something that would be a convenience for the people who do have extra real estate that is otherwise unused during play.

12
Modding / Editing in Ships
« on: February 25, 2012, 09:43:39 AM »
I have decided that I would like to ask all of you how one mods ships into the inventory of a space station. I have been wanting a Conqest-class for some time now, but I haven't been able to successfully capture one in battle. Any ideas/tips?

13
General Discussion / So I Renamed my System
« on: February 22, 2012, 09:04:06 PM »
And I am now exploring the Twatfuck system.

EDIT: I have a terrible mind. Anybody have anything different to name it? And, maybe, rename the various stations I have?

14
General Discussion / Phase Charge Launcher
« on: February 22, 2012, 07:58:37 PM »
I recently decided to place one as the largest missile on my Aurora-class ship (my only ship, I decided to go one ship for a while), but they seem very ineffectinve. Do the "micro-maneuvering jets" actually allow you place the mines where you want them? Or should I just swap to the Typhoon launcher for the sake of firepower?

15
I don't have the capabilities or knowledge to create a proper mod for this game, so I turn to Alex and the modders for this request, with the hope that it will be integrated later on by Alex.

First and foremost, an independent planet for the Independent faction to live on, sort of a base for those who are neutral to everything. An outpost here would be great as well, because then we could actually buy the mid-tech ships that you can't get without *** off the Mercenaries and scaring off individual traders. Secondly, a Tri-Tachyon outpost. They are a business company, so why not give them a place to make profit? It would help to have another pirate planet with a separate orbit at this point, in order to compensate for the increased revenue required to purchase the ships from these lovely outfits.

As for the outpost mechanics, it would be great if someone could write a quick little bit of code to check your relationship with an outpost. If you have a bad relationship with such-and-such faction, they won't let you trade. Additionally, a way to refresh the stock of the outpost would be nice. Watching my outposts fill up with fuel and worthless fighters isn't entertaining.

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