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

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Messages - Jackundor

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1
Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: March 04, 2024, 01:13:20 PM »
short review: it'S a decent mod with some interesting ships but there are some problems balance wise

some of the ships have some weird quirks that at least for me make me not want to use them (buraq class for example) but they are overall pretty nice. the weapons i haven't really found a reason to use over vanilla ones so i can't say that much. Enemy wise i haven't fought the bounties but the Phobia class and the Niteo class can be painful to fight, because of extremely high EMP pressure and bc the system that is basically temporal shell with some mixup

overall 7-8/10 p good, would recommend

hm, i thought this was going to be longer ???

2
Bug Reports & Support / Re: plasma burn bug
« on: February 11, 2024, 02:02:06 PM »
Thanks for the report! Colliding with a ship similar size-class or larger while using plasma burn/burn drive has a chance to flame out your engines, and if this happens your ship will keep its high speed.

hm, well, the thing is, the last time this happened was when my shield was touching a frigate with me piloting an odyssey iirc. and it seemed to short for a flameout

3
General Discussion / Re: colony crisis fleets
« on: February 11, 2024, 11:54:21 AM »
I only did pirate, Persean League, and Luddic Path crises (I avoided the others) and the trick to handling them is to prioritize defenses ASAP. Get yourself a star fortress and military HQ. Having defense fleets fight wandering raiders and crisis enemies helps whittle them down and could even provide assistance in fights you get into. Also, if necessary, camp by your star fortress at all times. Doing so means after each fight, you can make a quick stop to your colony for immediate repairs.

Each crisis has a way of averting the event. Persean League is simply joining them if you don't mind paying the 20% dues (but at least you won't be harassed by Hegemony AI inspections). Tri-Tachyon just needs you beating up on their merc raider fleets harassing your colonies (no reputation loss), destroying their trade ships, and raiding their colonies. Luddic Church is simply asking an official to put a stop to their migration. Luddic Path is providing them a PK. I think pirates needs Kanta's Protection which is bribing her with either a million credits or a planet item (ex. Combat Drone Replicator). You can't stop Hegemony AI inspections beyond simply not employing AI cores.

Now here's something I don't know and wonder if anyone has an answer to: Does averting the crisis in other ways give you the full benefit of whatever bonus offered as if you handled the event? Obviously there's exceptions like joining the Persean League (doing the crisis event and winning waives the 20% dues down to 5%), but would averting Tri-Tachyon's event give you the same accessibility benefits as if you did it?

i avoided curch crisis and could have averted pl but chose not to. tritach was the worst bc they get pissy just bc you produce stuff and at least from what i've seen the only way to make them go away is to just though it out or make your colony not worth having

also tritach is bad bc their merc fleets are indies from a faction perspective and only turn hostile once they engage one of your trade convoys

You don't need to tough out Tri-Tachyon's merc fleet if you don't want to. There is a way of avoiding it. When you start generating progress towards their crisis, go to a Tri-Tach colony and contact an official to complain about them harassing your colonies. Someone will tell you how to make it stop.
hm, really, i only got that event once i actually defeated their merc raid, which was a complete pain with their smodded mercs. and i did go to a tritach world and complain to one of them

4
Bug Reports & Support / plasma burn bug
« on: February 11, 2024, 11:50:12 AM »
so since i've started playing 0.97 i've sometimes encoutered a bug with plasma burn where you get catapulted super far away, way further than it should normally take you, and farther too. it seems to occur sometimes when your shield touches something, but i'm not sure. i couldn't get it to reproduce reliably

5
General Discussion / Re: colony crisis fleets
« on: February 11, 2024, 11:37:41 AM »
I only did pirate, Persean League, and Luddic Path crises (I avoided the others) and the trick to handling them is to prioritize defenses ASAP. Get yourself a star fortress and military HQ. Having defense fleets fight wandering raiders and crisis enemies helps whittle them down and could even provide assistance in fights you get into. Also, if necessary, camp by your star fortress at all times. Doing so means after each fight, you can make a quick stop to your colony for immediate repairs.

Each crisis has a way of averting the event. Persean League is simply joining them if you don't mind paying the 20% dues (but at least you won't be harassed by Hegemony AI inspections). Tri-Tachyon just needs you beating up on their merc raider fleets harassing your colonies (no reputation loss), destroying their trade ships, and raiding their colonies. Luddic Church is simply asking an official to put a stop to their migration. Luddic Path is providing them a PK. I think pirates needs Kanta's Protection which is bribing her with either a million credits or a planet item (ex. Combat Drone Replicator). You can't stop Hegemony AI inspections beyond simply not employing AI cores.

Now here's something I don't know and wonder if anyone has an answer to: Does averting the crisis in other ways give you the full benefit of whatever bonus offered as if you handled the event? Obviously there's exceptions like joining the Persean League (doing the crisis event and winning waives the 20% dues down to 5%), but would averting Tri-Tachyon's event give you the same accessibility benefits as if you did it?

i avoided curch crisis and could have averted pl but chose not to. tritach was the worst bc they get pissy just bc you produce stuff and at least from what i've seen the only way to make them go away is to just though it out or make your colony not worth having

also tritach is bad bc their merc fleets are indies from a faction perspective and only turn hostile once they engage one of your trade convoys

6
General Discussion / colony crisis fleets
« on: February 11, 2024, 09:46:57 AM »
currently the amount and strength of fleets you get during a colony crisis or even just as the event progesses feels really overtuned and it feels as if colonizing before you have at least 2-3 combat capitals is hardly doable.

for example, i colonized a system when i had 2 cruisers and some smaller ships and at that point you just can't fight off any of the fleets others will send after you. i got myself a capital and more ships but once the tritach merc raid showed up, they just came with well over a dozen fleets, each superior to mine

League blockade? oh yeah, 16 fleets with 2 or more capitals, completely swarming the system. those you can take out via the supply fleets but that's better said than done when the whole system is swarming with fleets

pirates too, in npc systems pirate armadas only show up once an actual raid is coming but for your system they show up just via event progress, and those also barely have dmods, as opposed the the regular pirate shitboxes

can we please get better scaling on how many enemy fleets are active and how big they are according to player fleet size and colony size?

i've been playing this game for years and never been that much into colonies but with how it is rn i won't even be thinking about colonizing unless i have several capitals and millions in the bank

7
Mods / Re: [0.95.1a] Jackundor's Advanced Arms v0.4.0
« on: February 02, 2024, 10:52:39 AM »
yeah so i'll probably have to do a token update since it's 2 updates out of date now... i doubt anything will break bc this mod is really small and simple, but if anything does just post here

8
Bug Reports & Support / Re: Slipstream bug
« on: January 13, 2024, 01:11:10 PM »
i'll try fixing it tomorrow so the picture shows up but idk why it doesn't

reloading fixed the ingame issue btw

9
Bug Reports & Support / Slipstream bug
« on: January 13, 2024, 12:33:33 PM »
i found a bug with the rendering of a slipstream


moving the camera affects which lines can be seen

Edit: so for some reason i can't figure out i can't embed the image, it just doesn't show up

10
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 13, 2024, 04:47:04 AM »
man, need to pay more attention bc i only read this now and iit has so much cool stuff in it

i'd like to make 2 suggestions though:
1. Give Tigra City an Industry that produces something. it currently doesn't have any wich is weird
2. Add a colony structure that acts as a previous stage to the commerce industry but just adds the independent market. ot would be nice to be able to sell some loot and such, or buy some weapons, without having to commit to an industry

11
Bug Reports & Support / Gauss Hardpoint sprite
« on: January 04, 2024, 06:04:02 AM »
the hardpoint sprite for the gauss cannon has a mistake, it's barrel is off-center to the right. same on the glow sprite, but the turret ones are fine

also, if one takes the odyssey and colors it in solid color you can see that that sprite has a lot of tiny holes in the center where it's partially transparent, though this might have been reported already. also it might be hard to see

12
Suggestions / Re: What should the Historian ramble about?
« on: August 21, 2023, 12:42:15 AM »
i've wanted to know more about hanan pacha for a while now. What kind of world was it? Did it have a large or small population? was it rich or poor? what faction did they affiliate with? what are the most popular theories as to what actually happened?

13
Suggestions / Re: Stacked salvage interaction
« on: June 29, 2023, 10:44:28 AM »
the thing is, merging debris fields is actually what would happen logically, if they are in the same location

what exactly is making it tricky with the "salvage specials"? could it be resolved by just only merging debris fields of similar origin, and maybe not merging "exploration" debris fields at all?

14
Suggestions / Re: Nexuses are annoying
« on: June 29, 2023, 03:47:54 AM »
Or how about like raider bases or abandoned stations, where once you see them they're on the map for good?
This, in particular, would be appreciated.
meh, nice to have but it doesn't help you find them

15
Suggestions / Nexuses are annoying
« on: June 28, 2023, 03:09:20 AM »
in my current campaign they are basically all out in the ass end of nowhere and almost impossible to fine, you have to search forever all the while you are in a system patrolled by powerful enemies.

i can take them but only if i can bloody find them which currently is really, really frustrating

we should have a better way for this, rn it's just annoying

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