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Messages - HiddenPorpoise

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Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 01, 2024, 01:17:48 PM »
It has a new way of sorting colony interactions. It's definitely a new number, you've just been staring at it too long to notice.

I'm not actually sure what you mean by "sorting colony interactions", hmm?
I mean consolidating colony alerts into a single intel tab instead of scattered over two and a half and reworking the system. That is significant.

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Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 01, 2024, 12:03:02 PM »
It has a new way of sorting colony interactions. It's definitely a new number, you've just been staring at it too long to notice.

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Blog Posts / Re: You Merely Adopted Rules.csv, I Was Born Into It
« on: November 15, 2023, 03:47:52 PM »
What does $entity.abyssalDepth refer to? It's not in any of my current dumps.

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Suggestions / Re: What should the Historian ramble about?
« on: August 03, 2023, 02:57:05 PM »
Non terran life. Namely how many planets naturally had something a human could eat.

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Blog Posts / Re: The Pilgrim's Path
« on: July 26, 2022, 12:22:28 AM »
I'd think that anyspace suit that doesn't mess with space time, nor turn you into some kinda transhuman cyborg unnecessarily would be fine to wear.
I'm referring to the game mentioning in a couple places that pilgrims are wearing hand woven fabrics.

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Blog Posts / Re: The Pilgrim's Path
« on: July 25, 2022, 08:44:43 PM »
I guess this is as good a place to ask as anywhere: how does one make a spacesuit that both meets the Luddic requirements of dress during pilgrimage and doesn't kill the user? Or do they just wear a pressure suit over the pilgrim clothing and say it doesn't count?

And how much of Kumari Aru is actually understood on Beholder? It seems like someone living in a former xeno-catalogue would want to know more than what can be seen through a giant diamond no matter how sacred it is.

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Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 27, 2022, 08:37:11 PM »
Perhaps a well connected player with friends in high places could avoid taxes all together.

"No"

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Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 19, 2022, 08:14:09 PM »
I mean all the signs were on him actually having a pretty good chance to become the high Hegemon. So why would he sacrifice all this to rule a barren rock that's constantly getting roasted by a star? And even then why not just rebel and keep Opis instead of blowing it?
The whole thing is intentionally written so that reasonably any party could be responsible. You've got the course of events for a Hegemony mainline falseflag.

The series of events where Andrada is the one who pulls the trigger are that like you said he is on the cusp of high Hegemon while leading a fleet action in Askonia during its civil war. Things do not go well, the League is posed to take control of the system which is exactly what Andrada was deployed to prevent. Failure to bring the situation to a quick close would halt his political career at the worst possible time so he acts rashly and publicly blames rebels in the system thinking that this would halt the conflict and ruin all thoughts of League membership. Hegemony high command immediately assume he is not mentally well and is lying about the PK's source and recall him. He is able to rally most of his armada behind his rejection of the order and ends up a pseudo-member of the League.

They literally named the religious people Luddites.
It goes deeper in that Ludd named himself that intentionally.

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Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 15, 2022, 05:17:52 AM »
For example, that supreme executor D-mod. If the focus was on making the ship more survivable, especially for the crew, we should see that actually happen. The execution has *increased* crew casualties, which isn't just a misguided idea, its a box of short-circuiting gamma cores for an engineering team.
What's actually going on in the fluff is that anyone in a passageway that takes a direct hit from an anti ship scale weapon is going to cease to exist with or without a liner. The liner will do its job and stop knock on effects, ricochets and the like. Even if conduits burst and spill into that passage the only people that are going to be in there are damage control crews that are equipped for it. So in most situations the liners just slow down bulky damage control teams and make medvac teams more awkward around corners. Even if the liners are saving some people they are a hindrance for more.

Andrada was brilliant in statecraft, tactics, and logistics so it's not a leap in his mind that he'd have complete understanding of the nuances of damage control and he's not exactly in a state to be asking for help at this point.

Another thing to keep in mind is that in game the Lion's Guard doesn't actually do much of the Diktat's fighting. Which kind of implies the people tasked with the actual operation of Askonia's defenses have found a perfect solution where Andrada gets to play with his toys but his elite overhauls don't need to actually be standard.

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Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 01:27:54 PM »
I'd be tempted to give the modification package a 2% hull durability bonus that any fine officer could point to while also being completely not worth it.

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Blog Posts / Re: Uniquifying the Factions, Part 1
« on: March 19, 2022, 08:45:41 PM »
Now, Invictus is supposed to be outdated, compared to the other low-tech, midline and especially high-tech ships, where Paragon is the pinnacle of the Domain's battleship designs. But i just can't understand, lore wise, how could outdated ship outrange the pinnacle of ship designs (Paragon).
The Invictus is a means of getting big guns on target and is built around supporting those big guns. Everything else about it is crude and gets around that crudeness by being big. The Paragon doesn't have its theoretical maximum reach but doesn't need it as badly for endurance and will waste fewer shots at that distance.

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General Discussion / Re: Benefits of Chasing Down Escaped Ships?
« on: August 26, 2021, 08:02:14 PM »
It means a lot of money if there is an active bounty in system. Sometimes situations call for being through about wiping the target fleet out, but usually it's best to just commit a token force to pursuit to bring down ships that limped out of the fight rather than marking your whole force for it.

Mission targets will absolutely run but usually because they are in the heaviest ship in the fleet and lean aggressive they tend die in losing engagements. They will occasionally survive if they are commanding a carrier or if they are in a very sturdy ship in a skirmish.

Frigates are useful but hard to get use out of without a lot of experience in the game. They require thinking about when to commit ships to the field that most other ships don't. Their speed makes them extremely effective when given orders and strike loadouts.

Don't think about it.

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If I were making a system that makes guns use a secondary damage type without losing the primary where would I look in the documentation?

The end goal is an attack destroyer with a system that gives its guns bonus HE damage but slashes its range while active.

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Blog Posts / Re: A Tale of Two Tech Levels
« on: June 07, 2021, 12:21:35 AM »
The enforcer is ill suited for winning duels with fast ships and so it's not surprising it's losing. It's effective in battlelines and squadrons where its extremely good pd options and safety net of armor are most useful.

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Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 15, 2021, 02:42:28 AM »
A REDACTED battleship with an alpha core integrated is the second most powerful ship in the game (below singing friend encounter 1 and above REDACTED 2: Electric Boogaloo). Operating at 45% combat readiness doesn't even figure into that. The larger issue with the automated ship skill is that that is the best use of it and it makes every other recoverable automated ship redundant once you can get your hands on one.

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