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Messages - SeriousWays

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1
Suggestions / Re: Ship Towing
« on: December 20, 2023, 02:33:29 AM »
Hi there! This is my first post. I'm a newcomer to Starsector and I'm loving the game so far. I did encounter something that made me wish of some sort of feature though.

So I'm just doing some planetary surveys until I responded to a distress signal located in Delta Milinbu. There is only one jump point which is is deadly close to the orange giant. This star system is devoid of planets. I then found the prospector that needed 40 fuel to leave. They paid 6000 credits for it and I happily accepted. Afterwards, I watched the prospector have a futile struggle with trying to enter the jump point--which I assume is because it's too close to the star.

I wish there was a way that I could help him out by towing him towards the jump point. Hopefully this is something of consideration.

EDIT: As soon as I finished wandering the system and left through the jump-point, the prospector seemed to have been able to jump out. Guess they didn't need my help after all.

Hello!

Movement in the system and in hyperspace works differently for AI.
When you are in the system, the game simulates all of the interactions the ship does with the objects  around it. When you are in hyperspace, it just does some (let us call them) basic calculations.

When you left the system, the ship was no longer stuck, because its behavior stopped being simulated and only movement calculations were done. The same rule applies for fleets attacking your system. I have a system with a neutron star in it, when I am there, it is practically impossible to be raided. When I am outside of the system, the battles are calculated as normal.

So, long story short, if you want to help a space friend who is stuck, just leave the system and they will figure it out on their own.

Have a great day!

2
General Discussion / Effect of selling ship blueprints
« on: December 20, 2023, 02:13:31 AM »
Some time ago, somewhere I read that if you sell blueprints, the faction you sold them to starts producing these ships.
As an example, you find two blueprints for the DOOM-class frigate. You learn one and the other is useless so you sell it at a pirate station. After some time, you notice that pirate fleets now have doom ships in their fleets.

Is this true, or did I misunderstand something about it? Now I am completely paranoid about selling blueprints and just hoard them on one of my planets like some stash of peanuts.

3
General Discussion / Gifting Ships to Defence Fleets?
« on: October 31, 2023, 07:23:47 AM »
Hello, guys!

Is it possible to gift ships to defense fleets to make them stronger.
Just to buy a bunch of capital ships and gift them to my systems' defense fleets to bolster their power.

I got pretty lucky with systems and have a few great planets. This means that big raids are inevitable and just relying on the available fleets is not enough.

4
General Discussion / Re: Endgame Suggestions?
« on: July 04, 2023, 12:35:19 PM »
While it is not help for your current save (and in contrast to Pesci) I think Nexerelin really is the best route for endgame content right now.

Thank you for the suggestion!
I would most definitely try the mod now.

5
General Discussion / Re: Endgame Suggestions?
« on: July 04, 2023, 12:33:21 PM »
You cannot conquer other systems, so war is out of the question. Settling more worlds and expanding my colonies feels like a waste of time, as it will turn around and bite me on the back with colony threads and lowered colony profits.

By a "waste of time" I meant that ignoring increased production, you receive zero benefits from settling outside of a self-sustaining system. Unless painting the map in static colonies bring you happiness, which is perfectly valid, but just too soulless for me.

I am not much of a mod guy, I believe that a game that you pay for should offer a rounded experience, instead of relying on the community to make the game interesting like "Bethesda" and many other developers do. Starsector has managed to remain interesting for a few years, which is commendable. I never felt like Alex was just sitting back relying on the community to make the game fun.

Besides this rant, thank you for the mod suggestions. I get easily lost in the mod discussions and getting a few suggestions on mods which enrich the endgame experience is quite great.

6
General Discussion / Endgame Suggestions?
« on: July 03, 2023, 04:09:59 AM »
Hello, guys!

I have built colonies that are successful. I have a big fleet. I have more credits on my name than I know what do with.
With the exception of the unfinished storylines, what is there to do in the endgame?

You cannot conquer other systems, so war is out of the question. Settling more worlds and expanding my colonies feels like a waste of time, as it will turn around and bite me on the back with colony threads and lowered colony profits.

Spoiler
Hunting [REDACTED] can just be summed up with locate [REDACTED] bases, destroy a few [REDACTED] fleets, destroy the base and that is it.
[close]

So, what is your endgame strategy? How do you keep yourself entertained after the early and mid-game struggle has passed?

7
I managed to build a Military Base on my colony and I got e pretty strong reduction on the threat.
Still, growing my colony without cores showed me that they are a bit irrelevant.
If you find a good system, you can supply almost everything yourself. My colonies are first or second on the market for most of the commodities they produce.

But there was just something beautiful in having Alpha administrator on each colony and cores on every industry that had high requirements.

Thank you all for the suggestions you shared. Now I may even decide to spread out a little and make colonies in a second system, as long as I can find a good enough system for it.

8
Sorry for bothering you on a closed thread.

Now I changed my captain's ship to a Harbinger Phase Destroyer. I do not control it, I let the AI handle that, but every time it phases out, the game switches to slow-mo.

Is this a bug?

9
Whoa!
You sent me quite far back.

Anyway, in this old version, the lock-on works as I remember it.
My ship moves on autopilot, I can point at any ship, press R and see the tiny schematic that shows the state of the enemy ship.
This does not break autopilot, neither does it affect the AI in any way.

Alas, as Nelly Furtado sings in one of her songs, "All Good Things Come to an End". If this is how things are now, I will just have to live with it. At least I have the peace of mind to know I was not just imagining it.

Thank you for the speedy answers and all the best in your uneasy task with developing the game.

10
For the first time in my life I got a great run at the game, where I was practically drowning in Alpha cores at the early game.
I decided to put them to good use in colonies so I can maximize profit while occasionally bribing Hegemony scum to leave me alone.
Then I noticed the new Colony Threat system (used to play an older version prior to a few weeks ago).

Now instead of dealing with the occasional Pather base and ridding myself of most Pather activity, I have a constantly running clock which is set to drive me out of my mind through constant stability drops, raids, and other problems.

How do you circumvent these drawbacks?
Also, how do you use cores on your colonies?

I am looking for some fresh opinion and maybe a new tactic to try out.

11
The problem I have is that I never play on manual control. Everything is always automated.
I completed (as far as the game can be completed) the game a few times over the years, I only play vanilla, and I am completely sure that in older versions I could see this little schematic without controlling my ship directly. And I am somewhat sure of it, because now it attracts my attention, even though I have been playing for a few years.

Is there somewhere where I can download a previous version from to be sure once and for all that it has always been like this and I am just now noticing it?

12
I also have zero idea how it happens.
I tried playing both on my personal computer (a 10-yer-old antique) and a friend's computer which runs on Win 11, has latest drivers, and tons more processing power.

Here is a screenshot. I hope it is useful to a degree.
https://ibb.co/nfx0nDB

I have my mouse over the ship I have circled in red, but when I click "R", the little ship schematic does not appear. When I switch between screens, by clicking TAB, it sometimes appears, but only under very specific conditions that I am unable to pinpoint.

Literally while writing this I was playing around to see what will make it work.
Clicking TAB and then clicking TAB again instead of clicking "F" to focus a ship makes the little schematic appear.
Here is an image.
https://ibb.co/mJPJ17Y

If I click F on another ship to change view, the schematics disappear again. They appear only when I am focused on my main ship and that is only when I have done it with double clicking TAB instead of focusing on my main ship with F.

Sorry if I have wasted your time with this. Since I updated this has been bugging me and only now I figured it out.
It is possible that I am just being stupid, I apologize if it is not a bug and just a, lets call it skill issue, with me.

13
Bug Reports & Support / Mising Ship Lock-On Scematic During Fights
« on: July 01, 2023, 05:53:35 PM »
While I am in battle, when I click R to lock on someone, the small schematics of the ship, which show where it is damaged, do not appear.
The only time I manage to make it appear is when I click R, then I tab to the battle map, then I zoom on the ship again. This method too only works in a few cases. Usually when the ship I am zooming in on is near the ship I have locked-on to. This also only works when it decides.
The problem appears on single and multi-screen systems. I did not have it prior to updating the game to the newest version.

14
General Discussion / Re: Automated Fleet Additional CR
« on: July 26, 2022, 11:20:16 AM »
In the end I found this mod
https://fractalsoftworks.com/forum/index.php?topic=20203.0

It does the job, if anyone feel like explaining how exactly, it will be much appreciated.

15
Suggestions / Re: [REDACTED] rebalance (for the player)
« on: July 26, 2022, 10:30:59 AM »
I've been removing the CR limits for AI Ships in the fleet for a while now and they are really fun. Perhaps a bit too fun....... definitely

Hey! Can you tell me how exactly you removed the CR limit? I have been rummaging through the settings for an hour already and I cannot seem to find it.

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