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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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Messages - Ishman

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Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: September 30, 2021, 10:08:18 AM »
Stay safe, stay happy, and take care of your mental health.

I hope conditions improve, but don't let working on this mod be a source of stress for you - your work's fantastic, and the satisfaction of having enjoyed it in the past is good nuff.

G'luck out there <3

Mods / Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« on: July 10, 2021, 12:00:28 AM »
There's a new 1.2.5 version on bitbucket. Is there a changelog for it? I couldn't find it (if it's on bitbucket somewhere I'm dumb).

The update is on the discord, alfonzo probably forgot about updating this thread.

General Discussion / Re: Starsector as a mobile app yes? or no?
« on: June 06, 2021, 10:13:18 PM »
SS is a solo dev project, even if you were to throw a billion dollars at Alex, the game wouldn't get made any faster - it's his full-time job working on the game and wrangling this forum. He could buy more spritework time from david, or even contributions from other artists - but from what I understand artwork isn't a bottleneck on content (especially seeing as programmer art is good enough to do quick and dirty tests for functionality).

Having to go through your codebase and hook in appropriate calls and methodology whenever you create/replace a piece of the game is what takes a ton of devwork (and then making sure it's not throwing bugs, causing the game to choke by waiting for input at the wrong time, etc). As in the most recent update of getting story missions implemented, as it required touching so many aspects.

Basically, making games is way harder than you seem to think - which is why there's no cheap clone of SS's gameplay on the app store, because it would require actual development time to copy, not the only bottleneck being how many art assets you can crudely trace over and implement like most mobile gachas.

I do, the basic premise of the post is to treat the game's scale as if it were consistent. If something someone says makes sense under the pretext of its foundational presumption, pretending not to know that they they're operating on that presumption is not the own that you think that it is. This is literally wild to me. Imagine going into a thread about KSP & going "but those calculations dont work bc the Earth is not that size!". Like, dude, nobody is talking about Earth, we are talking about a fictional videogame which operates on a different scale than IRL. I didn't realize when I posted this that I'd need to explain the concept of fiction. Theres a lot of weird sandbagging on this forum

Do you know why all the references to real world measurements have been slowly removed from the description of weapons and ships over the years? It's because of users like you, lol. It's a game - everything is in subservience to that goal, which is why there's been THREE different implementations of economic systems, going from granular to broad-strokes as it became apparent a highly detailed simulation doesn't fit the game starsector is.

Edit: In case you don't understand: Nothing you see in-game can be taken as a good representation as to the object's actual relevant sizes/distances - which is why alex refuses to ever give hard numbers for the sizes of ships, and only mentions that the big ships are MUCH larger than the in-game scale difference would suggest.

General Discussion / Re: the #1 reason I don't play this game
« on: June 03, 2021, 05:55:11 AM »

Wow you got eviscerated by this.

But also yeah, your initial fleet's fits are actually pretty weak, there's not enough of a critical mass of beamspam for it to be effective (and it's wasting a fury's offensive potential to utilize it like that). Since beams are only dealing soft flux damage, you'll be wanting to bring about 2000 flux/s actual value (this overcomes the majority of non redacted dissipation values).

So if we're facing .7 shields (nerfed apogee tier) with hardened shields, officer cr bonuses and skills like reduced energy damage, (and possibly solar shielding), we can lump it all together for ~.45 efficiency against energy. Which means you'll need ~4400 worth of supporting tactical beams (reduced by any HIL/graviton combos you field). That comes out to around 58 tactical lasers having the range and line of sight to shoot at the same thing.

Which is why monofleets of Beholders can beat almost anything in a fleet composition tournament, but beams are otherwise completely ignored (except to punish dropping shields with the HIL/tachyon).

Mods / Re: [0.95a] Vanidad y Affliction Operation
« on: April 30, 2021, 02:02:56 PM »
The exploding lasers look great (the large aoe at the max range seems like the most oppressive way to have implemented them, however) - but I notice it's quite hard to tell what their aoe is from the graphic, you might consider a shockwave/energy ring component to them.

Congratulations on the release!

"80 DPS" is rather severely under-selling the Resonator.

How much DPS do you get from a sabot pod across a whole battle? That's 12,000 kinetic damage worth of missiles. If you can end the battle in 60 seconds? Then yeah, for that, case, you're looking at 400 DPS out of the thing, and should use it over the Resonator.

A battle that drags out to five minutes? Well hey, you're back down to 80 DPS - and, critically, that "DPS" is going to be heavily front-loaded onto whatever random thing your AI-controlled ships happen to focus on first. While, meanwhile, the Resonator is just consistently useful across the whole battle.

Missile Spec and EMR - as I said in the original post - do tilt things somewhat towards the sabot pod, making its ammunition limits less of a concern. On the other hand, even there, I think you're underestimating the Resonator; it regenerates pretty quickly, so you can easily have a two-or-three salvo burst ready to go if you had to back off a bit.

In general, a player can probably get better use out of a regular bursty ammo-limited missile weapon, picking the right times to use it. For the AI, though, ammo regeneration is really nice - it means that you don't need to care about whether the AI wasted its ammunition on some random frigate, it'll have more later.

It's a light needler in a medium missile slot. With a 1.0 flux efficiency. That you can fit on very few things, and only acquire a limited number of them in any run. So sure, I guess you can bring a few gemini along, or one hyperion, but using 32 op for this on a conquest, dominator, aurora, or whatever - ehhhh.

A falcon P could utilize the infinite missiles, I guess - but if your battle has hypothetically gone on for 5 minutes and you've got a falcon P out, I feel like there's a fleet composition issue here.

Halfway through my finished vanilla run, once I got the gist of the new balance paradigm, every battle was already won or lost in one and a half SO hyperion PPT.

Also, it's 444 kinetic dps over 81 seconds at maximum flush rate for your sabots, if you don't conserve them at all - and ignoring the 888 emp dps.

Resonator's just really bad, except as an EXTREMELY expensive support weapon on a ship that isn't directly fighting anything.

And as a final note - I really wish my ships WOULD use sabots to force overloads and delete frigates, too often they don't use them till they get to panic-fire flux levels, shooting them at the cruiser/capital they're engaged with, where they immediately get hit by already on the way projectiles, and eat missiles from the frigate.


  • Resonator MRM Launcher: Compared to a sabot pod, the Resonator is expensive and lacking in punch... but it also has better range and tracking, and never runs out of ammunition. Probably not worth using on a ship with Expanded Missile Racks and a Missile Spec officer, but still just generally a good weapon. (And I, personally, am quite fond of giving my AI-controlled ships weapons that they can't completely waste all their ammunition with.)
    Overall Grade: B, maybe B+. It's good, but not amazing, and even for the role of medium kinetic-damage missile, you won't always want to be using these.

I'm not sure how you came to this conclusion about resonators, but excepting the arc emitters (bad in dragon's HTE mod, bad here) - they're easily the worst of the triangle weapons. Yes, the barrage is longer ranged than a light needler, but that's what it is - a tracking, interceptable light needler, that you're paying 16op and a medium missile slot for. This... this is not a good trade. There's almost no ship that can afford to mount a missile slot with such low impact for such expense, except for pure carriers (which are enormously OP starved and unlikely to be able to afford something more than twice as expensive as a pilum).

You give up 36(!!) sabots for 6 more op, in exchange for infinite 80 kinetic dps.

I rate it somewhere in the neighborhood of the thumper and mining laser.

Suggestions / Autofit Slot Downsize
« on: April 05, 2021, 03:24:28 PM »
I think it's worth another look at this, admittedly the apogee is fantastically OP starved, but this is... not great.


Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 05, 2021, 01:07:56 PM »
Well, after spending two hours trying to legitimately beat that tri-tach phase fleet, and giving up and just moving on, I've now gotten my first run in with the

A visual feast to fight it - but it was quite easy, the only ship to have more than the paint scratched was the harbinger (which did work till it got to high flux, whence it hugged it at point blank in phase till it fluxed out and died, I presume it's AI couldn't handle the missiles still tracking it in phase, and realize it should retreat through an allied ship to vent).

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 05, 2021, 12:16:47 PM »
Is the tri-tach story mission phase fleet intended to show off how powerful the harbinger's system is? Because trying to beat that mission legitimately without using carrier spam was one of the most frustrating things I've attempted to do in my recent memory, before I gave up. (I didn't want to just spam carriers to experience the new content, so my fleet is 3 conquests, one paragon, 2 apogees,a harbinger, a tempest, and two omens, with some tenders - all loot found in the deep reaches.)

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 31, 2021, 11:57:17 AM »
A little behavior bug, Radiant beta-ai, uses his sabot missiles(all 4 launchers) on every enemy ship especially fighters but at the same time almost don't use it on enemy capitals (mostly fighting redacted fleets now, he almost doesn't use sabots against big ships), similar with his 2xHammer barrage launchers but not in such scale.
Does this happen vs a "run simulation" opponent? If so: would you mind emailing me your save? fractalsoftworks [at] gmail [dot]com

Thank you!

I've noticed this behavior with a gryphon in my fleet - I stopped deploying it outside of piloting it myself for this reason. It almost completely refuses to use sabots against cruisers and capitols, but would dump them on the first fighters to come into range of it. Didn't have enough hangar bays in my fleet to get complete fighter coverage and sweep the skies, so I couldn't even use the linked missiles with pd weapon trick to force it to fire them. It also incidentally almost never fires a hammer barrage I have equipped on it (for personally piloting), only hurricane mirvs are fired about as you'd expect. A legion XIV I have performs quite admirably with locusts/hurricanes, but almost never used hammers. Default fit conquest never once fired the cyclones as far as I could tell, it was always at 20/20 whenever I swapped control to it.

I appreciate the burn AI being changed to be more cautious, but as far as I can tell, my legion doesn't actually use it at all outside of full assault. Not even as mobility to hurry through the battlespace.

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 10:21:11 AM »
Oh, what a joyous day!

Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: March 17, 2021, 12:33:27 AM »
I noticed it is supposed to be "Version Checker compatible". My version checker couldnt check this mod and i had to look ip manualy if it was updatet or not

Let me help you out by copy pasting this section from the top of the version checker thread for you.

Bitbucket has made a change on their end that means that the version of Java that ships with Starsector can no longer connect to Mods using Bitbucket to host their version files will need to migrate to another site.

Since the update check does not work for affected mods, you'll need to check their threads for updates manually using the in-game menu. My apologies for the inconvenience.

General Discussion / Re: Is this game dead?
« on: January 24, 2021, 07:06:59 AM »
Blog posts and such aren't game updates. I can't blame him to think that the project is dead since the game is stuck in alpha/beta state (no endgame, just base combat and generic missions) after a decade and development has slown down even more with no patch since May 2019.

You joined the forum THIS month my dude. Calm down and learn some patience. Go play some other game if you've gotten burned out.

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