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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Arcalane

Pages: [1] 2 3 ... 8
1
Suggestions / Re: [Expeditions] Show 'em the door
« on: December 01, 2022, 01:21:25 AM »
So what, they can shuffle home and meekly say to their bosses "well, they asked us really nicely not to kick their asses..."?

No, so they can return home with the remainder of their forces as an olive branch, demonstrating I still value my positive relationship with the faction and don't wish to needlessly waste the lives of good men whose only crime was being assigned to the task force sent to disrupt my colony's operations. Once that mission has failed there's no reason for them to remain in my territory causing trouble; they're soldiers, not common pirates.

If you want to stomp the Hegemony into the dust for daring to send forces against you there are already avenues for that approach in the game. I'm simply asking for a somewhat more diplomatic option. Not everyone who plays this game does so with the objective of supreme domination.

Yet, as both history and current events show, people will often continue to carry out their orders for fear of the consequences of failing their superiors, even if any other course of action would be far more logical and reasonable than what is arguably a suicide mission.

It doesn't matter how noble your intentions are if their commanding officers are going to arrange for them to have a terrible, awful, exceedingly lethal "accident" should they come back having failed in their assigned mission. If your choice is probable death in battle or a shameful flight home that almost certainly ends in a firing squad, what do you pick?

That said, I believe you can already bribe and disrupt expedition fleets through credits+SP or reputation at the planet they're forming at whilst they're being assembled, so I suppose you could simply add those interactions to the actual expedition fleet itself, similar to the AI inspection fleet bribe option. Plus factions you have a commission with won't send standard expeditions after you.

2
General Discussion / Re: Why do fighters in the setting still use pilots?
« on: November 30, 2022, 01:26:45 AM »
The Sector is decaying. Dying, even. There aren't a whole lot of people around, sure, but there also isn't a whole lot of new places to move if the population *was* expanding. There are precious few inhabited places where you can breath "free" air. The technology to improve anything substantially belongs to a lost era. This is a perfect recipe for people to be treated as disposable.

I dunno, I've found some pretty nice places whilst exploring across my various games - a lot of them once even having been inhabited, just abandoned or decivilized. But the Powers of the Sector are too busy squabbling to send colony expeditions of their own it seems - perhaps they fear that launching and supporting such an operation would require enough resources to weaken them and leave them vulnerable to an attack from their neighbours? Or that their new colonies would simply be jumped on by their opponents to avoid anyone gaining the upper hand?

Why don't they do the same to the player colonies? One, because you're an independent operator they may not be spying on constantly (so, by the time they know you're established, it's too late for them to intervene) and two, because it would just suck from a gameplay perspective to have all these neat colony establishment/management systems and then basically say to the player "lol, lmao, you thought you could use these? no. you sweet summer child. you absolute fool. go back to scrounging in the dirt just to survive." Might as well not even let players set up colonies at all if it could be that kind of noob trap that gets them gameover'd - or worse, just kills their interest in the game and causes them to not recommend it to their friends.

In reality I think it's best to realize that it's one of those things that is there for rule of cool and gameplay alike. There need to be some consequences to fighter usage, otherwise they risk becoming too powerful compared to conventional weapons. It also allows there to be a handful of unmanned aerospace vehicles (like Wasps, and [REDACTED] fighters) that stand out more in this context and provide a glimpse at What Could Be, for better or worse.

3
Suggestions / Re: [Expeditions] Show 'em the door
« on: November 28, 2022, 01:29:39 AM »
So what, they can shuffle home and meekly say to their bosses "well, they asked us really nicely not to kick their asses..."?

Either they fight (and probably die, but maybe eject/escape) or they return home, dishonoured, and either get executed for cowardice/failure or kicked down into some menial job digging latrine pits.

I'd rather see a system whereby after the first couple of failed expeditions they take the hint, learn from their failures, and stop wasting resources. Especially if you utterly thrashed them. After a certain point, if you're powerful enough, they should do everything in their power to avoid provoking you given you could retaliate.

That, or maybe you can offer them asylum. Clearly their bosses don't care about them or think particularly highly of them if they're being sent to attack you, so why not offer them a job somewhere their skills might be valued?

5
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: November 22, 2022, 07:23:38 PM »
Do temper your expectations, 90% of what you see here has been Done for over a year at this point, my life just hasn't lent itself much to progress as of late.

I'm not sure if that's better or worse to hear, knowing they're almost done but not quite ready... :D

At least you can rest assured that people are looking forward to getting to play around with the things you're making. I hope things settle down and go smoothly either way!

6
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: November 20, 2022, 08:03:03 PM »
Ho ho. I recognize a few of those silhouettes, but goodness me is that a lineup and a half to look forward to. I especially like the two in the lower left!

7
Bug Reports & Support / Re: Database Error (Sent Items)
« on: November 17, 2022, 08:25:48 AM »
No worries, I just figured it was worth bringing to attention in case it causes problems down the line.

8
Mods / Re: Machina Void Shipyards v. 0.57
« on: November 16, 2022, 10:08:55 PM »
Thanks for the feedback, I'll see what I can do about the music issues.
I've fixed the Type 56 tracking errors, they should work better in the next update.
I'll consider tuning down the revolver cannons, as well.
I should pay more attention to the old Armorhunter, thank you for reminding me!

np! I really dig the faction aesthetic and how it fits in well alongside vanilla ships whilst also being distinctive, and am curious to see where things go.

I also sent you a PM about an MVS-related project I was working on, but I can't review the message I sent due to a database error or something. If you sent a response then I guess the forum ate it, or more likely it never got to you to begin with if the forum's spitting errors at me when I try to check my sent messages.

Long story short, I've hacked together a custom missileboat Dominion complete with its own unique ship system and variants. If you'd like, I can try to pass you the files so it can be added as a custom bounty or something? It has a modified hull (based on the baseline Dominion with elements from the Excalibur spliced in) with unique engine flares, a custom system, and modified stats; fighter capacity is reduced in exchange for two large missile hardpoints (which visually replace the small hangar bays on the front; originally I wanted to do a series of integrated torpedo-tube style openings along the front like the Chrysostom's but I wasn't having much luck with editing the sprites), and a couple of the turret slot types are also adjusted. The custom Itano Overdrive system massively increases missile weapon performance (speed, acceleration, tracking/maneuverability, range, firerate, and ammo regen) at the cost of disabling your shields and rapidly generating hardflux (you get about 10s of operation depending on skills).

If not I'll just keep it to myself as a little experimental project, or I might - if you're okay with it - release it as a mini-addon that requires MVS. It's pretty powerful even after a couple of nerfs, though I really enjoy the way the overdrive system allows you to be extremely aggressive at the cost of making yourself vulnerable to return fire and emptying your ammo bins: if anything survives the onslaught, you'll be wide open to a counter attack. I wanted to make it so that if you let the system run to max flux it'll overload the ship and stun you, but sadly it just fails-safe at the moment and shuts itself off.

9
Bug Reports & Support / Database Error (Sent Items)
« on: November 16, 2022, 09:47:03 PM »
Trying to open my Sent Messages recently after having sent a private message a couple of weeks ago to review said message, I find that I'm getting a Database Error.

No other useful information in the message unfortunately.

10
General Discussion / Re: Why is there flux instead of power or something?
« on: October 24, 2022, 11:26:58 PM »
The most puzzling thing to me is why firing plain old antiquated guns using what appear to be chemical propellants would increase flux, since the firing does not consume electricity or require energy transfer (probably, since several gun descriptions describe shells used and clouds of fire are ejected which seems to imply they work like guns in our universe). This would work if flux is heat but that is not consistent with other observations.

...

Yeah, maybe it's not this.

...

- what is a heat overload and why does it produce lightning and disable said guns

Because it's not mechanical ignition (that is, a hammer impacting a primer that ignites the propellant), it's electrochemical (zap the propellant with enough charge and whoops off it goes). You simply cannot afford to open up the magazine or breech whilst the ship is overloading, because there's a chance it might jump to the ammunition and cause the entire thing to go off all at once. Whilst it's still inside the hull.

Magazine detonations are no joke!

This post, on the other hand, is somewhat facetious.

11
Anyone got any good resources on making ship systems? I want to make a toggle system that, whilst active, either;

Copying another toggle-type ship system (such as Fortress Shield) might be a good place to start.

Aha, right. I was missing that all the crunchy effects like costs and toggles are defined in the shipsystems.csv. Excellent. I think I can see how this'll work, just gotta fish through the API for the exact settings I need for the script itself.

I have most of it going now, but I don't see an easy "can cause overload" setting?

12
Anyone got any good resources on making ship systems? I want to make a toggle system that, whilst active, either;

A) causes all of a ship's missile weapons to gain increased rate of fire and reload speed, and periodic ammo regeneration (think missile autoforge + fast missile racks + ballistic ammo feed)

or

B) causes all of a ship's missile weapons to gain increased velocity, tracking, etc. (similar to the ECCM package hullmod, but beefed up)

With the cost of constant hardflux generation whilst active. I'd rather it be a toggle that does things periodically rather than a one-and-done fixed-duration thing, for the potential of absolutely redlining the ship's systems with the risk of overload (and maybe actual damage??) if you push too hard.

Unfortunately the search function hasn't been very helpful thusfar, and I've not worked with java nor the starsector APIs before, so I haven't much idea on where to begin.

13
General Discussion / Re: Why is there flux instead of power or something?
« on: October 24, 2022, 10:32:05 AM »
I think a passable analogy would be to say that it's probably something akin to a static electrical charge, but even that is putting it in very crude layman's terms that would probably give an in-universe physicist a headache.

14
You may not have seized control of all the Watchtower stations - once they're free of the AI-protection, the towers can be snagged by anyone and everyone, and they have a pretty good view range. AFAIK the station can't IFF on its own, it just takes targeting data from the towers, so if the pirates sniped one of your towers and it's feeding data to the tower that says you're hostile...

Yeah.

Speaking of which, man, the artillery stations are cool, and really well-implemented. Enough so that I thought they were a new vanilla feature I'd missed. I'm kinda surprised there isn't a giant eff-off laser option given the ranges involved and the fact that lasers travel at the speed of light, but the sheer idea also fills me with no small amount of dread because they'd probably be the most dangerous of all unless you could maintain a good parallax velocity relative to the station. As it is, I find there's an interesting balance to the existing trio of them;

- Mortars are kind of anemic on the starmap, but utterly terrifying in close combat. Their charges just annihilate any kind of fighter cover whatsoever, and are an extremely hard counter to carrier groups unless you can shoot the shells down before they detonate. Which isn't easy.
- Railguns are of moderate concern. Their burst volleys are kinda easy to avoid, and they seem a little anemic in close combat.
- Missile stations are scary on the starmap and reasonably dangerous in close combat. Those missiles are persistent as all hell, and getting interdict-pulsed is rough if you're deep in enemy territory. Great way to get caught between Ordos. The brief overload pulse they do in close combat is nasty too, but the platform itself can be overwhelmed by fighters to the point where missiles detonate just after leaving the rack, so they're not as dangerous as Mortars (in my experience, of course).

I can only imagine a laser platform would have to be approached in a spiral pattern and then unleash enough firepower to casually melt anything smaller than a cruiser in close combat.

15
Suggestions / Re: the use of missiles on the global map
« on: October 23, 2022, 05:22:32 PM »
Industrial Evolution sort of has this with Artillery Stations. You can't build your own, only refurbish existing ones, but you can protect systems with a titanic volley mortar, triple-shot railgun, or interdiction missiles. That is, assuming you can get to the station to take it out...

Of all of them I think the interdiction missiles are actually the scariest. Mortars and railgun rounds I can dodge - the missiles are persistent, come in from multiple angles, and each hit briefly slows fleets in the AOE. Getting slammed by them is a surefire way to get caught by Ordos, and not everyone is prepared to stand up to that kind of firepower.

These aren't something you can manually control for yourself, though.

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