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Messages - Aerolfos

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Just want to second that it's indeed wonderful. I actually started using the antifandom option in the indie wiki extension because of the Starsector wikia, the info was good but the layout horrible.

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Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 01, 2023, 07:47:43 AM »
I think an idea that would be neat is if the Hegemony, obsessed as they are with prestige, actually had a single wormhole of their own. Say in Nachiketa as an industrial hub, but not exposing their capital.

It goes to a system at the edge of the sector with a small Hegemony colony that is actively be losing huge amounts of money - that should sell it as a complete vanity project and a massive loss in practical terms. But now they can technically reach the edge of the sector and do research there (only with VIPs that get to be escorted with their single wormhole scanner, of course). Other than that, nothing worthwhile really. Just another way of clinging on to the past and claiming to be better than the rest of the sector - look they totally can travel where they want, it's not lost technology at all.

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Mods / Query logic
« on: February 09, 2022, 06:02:20 AM »
So, how does the query logic actually work? It does not seem to work as expected - in the image, the obvious intention is to get destroyers with a large missile slot (empty list if none are available is fine).
Spoiler
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But, instead there's a massive list of ships, including ones with no large or missile slots whatsoever. I guess it might have to do with hangar bays and built-in mods, but it is undesirable to filter out all mods since that would cover built-in missile mods. And enabling missile mods (at risk of missing some) still yields ships that don't have the desired slots, just the built-in mod. Doesn't seem to be a way to really tweak the logic to fix it?

And for that matter filtering out everything still seems to give ships with large slots (of any type) OR missile slots (of any type), which isn't wanted either.

Basically, it doesn't make sense to me that when you filter for something, there are slots you can't specify "any is fine, as long as the other condition block is covered".

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General Discussion / Re: Formations
« on: January 14, 2022, 06:26:23 AM »
Honestly, I've been pretty impressed with the AI myself. It's far ahead of most other games. Especially more recent RTS which seem to think lobotomizing your units is the way to go, so they can get picked off one by one because of their lack of responsiveness to being poked.

But it for sure seems most focused on early game frigate+destroyer fleets - those didn't even need orders in my experience, because the AI is good enough by itself.

The problem comes with lategame fleets with scared capitals that refuse to commit alongside bomber waves from their escorts, and a general lack of awareness of the group they're in. Escort orders are pretty good, especially for frigates, but still lacks a certain level of awareness for bigger ships working together. Formations would be a welcome addition.

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I did see it happen just now with 100% vanilla ships (using QOL mods though, like target indicator) - because I was this close to losing an Apogee when it lowered shields in the middle of a ton of Remnant drones.

I wish I had the save, but part of why it was a huge deal was because I realized I forgot to save for a long time beforehand.

This is the design:
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