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Topics - ZeCaptain

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1
Not a bug but probably significant enough to post here.
The colony event Diktat fuel raid satbombing event, the fleets aren't hostile until they've all gathered in the system, this seems to be unusual because it seems all other "hostile intent" expeditionary fleets and events are hostile upon spawning.

2
Remenant satbombing becomes borked and stuck if colony is abandoned during process, re-colonizing the planet doesn't change it.



Edit1: Nevermind it satbombed the re-colonized colony so not borked I guess?
Edit2: after loading another time, the fleet successfully fails at finding a target and it is over.

3
Ideally if I improve the PatrolHQ/MilitaryBase/HighCommand and slap a cryoarthemtic into it on a very hot planet that it would improve it's ability to ward off threats, currently improving colony structures don't do anything outside of their listed improvements, aside from improving the spaceport and various industries makes expeditions over market shares happen more.

Improving patrol HQ could increase it's power by 25% (only adds one heavy patrol), and adding a cryo on hot would improve that by 25% or very hot by 100%
improving starbase and/or heavy batteries could reduce pather and/or pirate interest/threat (less ability to get though)

Improving commerce and/or putting a holomaker could generate additional trading bar missions and/or generate a potential trade contact, maybe a chance to hire a merc fleet to patrol system or take out pirate/pather threats for a high price.

Improving orbital works could increase quality slightly, having pristene nano maybe get pather/pirate/hostile raids that try to take it or destroy it at high threat level

Improved population could increase growth, reduce threat generation slighty, to represent increased population cohesion.

Currently using colony items aren't worth it unless for single industry planets as the increase to money generation and an increase of pather interest which will cancel out the worth of increase to money generation.

4
Bug Reports & Support / wonky marine loss calucations
« on: May 10, 2021, 07:06:34 PM »



Over 99% raid effectiveness, still lose almost 10% of my marines.
I think this might need to be looked at.
Sorry about the poor resolution pictures.

5
I saw a bounty for this and I thought "hey good ships with free built-ins". Turns out they do not retain built ins after they are disabled. I was told to report this here.

6
General Discussion / Just farming remenants.
« on: March 31, 2021, 03:58:27 PM »
https://i.imgur.com/reAyrCc.mp4
Can't figure out how to make it display mp4 from imgur.
Just farming remenants for cores. Only got 4 gammas for this.

7
When you level up, you gain 4 story points, but if you do an action that gains you multiple levels you still only get 4 story points.

8

Sooo, just encountered this in hyperspace.
I'm assuming this is a bug or oversight.

Save available upon request.

9
Title says it all. You can find a bar mission in your own colonies to be paid to blow up pirates with rewards of money and increased standing with Player's Faction. I don't know if it's intended or not that this can happen.

10
Bug Reports & Support / 0.95a RC9 bounty from bar fails to spawn.
« on: March 27, 2021, 03:05:53 PM »
Got a bar mission from tri-tach to go kill someone, but the bounty failed to spawn. Save available upon request.

11
Bug Reports & Support / Uncompletable mission? 9.5a RC8
« on: March 26, 2021, 03:26:01 PM »
Got a mission from Independent Alviss Sebestyen to go to a pirate station and random a kidnapped researcher, I'm supposed to talk to someone but the person listed isn't in the directory, I've talked to both people in the bar and they both offer missions, but nothing about the kidnapped researcher quest, and I don't know how to complete it.

Edit: given up trying to figure out how to fix images.
Edit2: I already abandoned it. I'll see if I can do it again.
Edit3: done it. I'll send it to you.

12
Suggestions / Random Colonies out in the sector.
« on: October 14, 2020, 03:34:02 AM »
Basically random hidden colonies or starbases that spawn outside the core worlds. Not part of the economy and don't spawn trade fleets. Could be pirate colonies, could be independent colonies. You could buy from them, restock your fuel/supplies, or blow them up. Not guaranteed to be there when you come back, you could venture to a place you've already explored and could find pirate or independent starbase, or possibly a migrant fleet.

Blowing them up or raiding them for their stash of goods could yield domain or salvaged [redacted] goods, or alot of simple goods like heavy machinery or drugs.
Very very rarely you accidentally activate what they were holding onto, setting it loose on your fleet.

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