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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 - blackrave404

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1
Mods / Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
« on: December 02, 2022, 09:55:33 AM »
So in some sense yes

Ah, I see. Thanks.

2
Suggestions / Re: Grouping ships together
« on: December 02, 2022, 02:31:12 AM »
You can already group ships together with CTRL + number.

How that escaped me?
Me big dumdum, I guess :-\

3
Suggestions / Grouping ships together
« on: December 01, 2022, 11:36:59 PM »
What I was thinking while taking out yet another Pirate vengeance fleet (they for some mysterious reason dislike when I keep raiding their bases) is that currently ships operate all alone (minus carriers of course) and orders are necessary to avoid them getting full on surrounded and pummeled from all sides.

Maybe we could group them into wings/detachments/squadrons/whatever name is for group of ships?
Do the usual RTS thing of Crtl+number to group selected ships together.
Not only useful for quick selection (just press number) but maybe do more with it- make ships from same group stick together and, if AI can do it, do more advanced stuff like one ship moving in front of another that has high flux or is overloaded to shield it while it vents.

4
Mods / Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
« on: December 01, 2022, 11:01:18 PM »
Wanted to ask something.
I noticed that refining keeps using up raw resources till it runs out.
What happens when insufficient amount gets used up?
Are those resources gone or does mod remembers unfinished refining progress from previous time and resumes?

Basically if (numbers pulled out of my rear) platinum needs 100 ore, you have 140, refining gives 1 platinum but uses 140 ore, if I acquire 60 more ore and refine that, will one more platinum be made or initial 40 and later 60 ore are gone?

5
Discussions / Re: How do i train myself to stop saving instead of loading?
« on: November 22, 2022, 11:19:07 PM »
Clearly, we learn by suffering. ;)

F5 & F9 are not unique to Starsector, lots of games use them. Better to get used to it rather than changing it, imo.

Ah, suffering of not being able to remap QS&QL buttons...

6
Mods / Re: [0.95.1a] Fleet Size By DP
« on: November 22, 2022, 11:17:16 PM »
There are mods that modify how automated ship points work: I would suggest looking into those mods to see if they provide what you're looking for.  I'm probably not going to include any significant changes to automated ships in this mod for a couple reasons:

1. The DP multiplier is calculated for the purposes of the Automated Ships skill and its readiness penalty, not its actual in-battle DP cost: last I checked the multiplier shouldn't be getting applied to the overall fleet score, so a Radiant should count as 60 DP for max fleet size regardless of core installed (barring things like Derelict Contingent, etc.)

2. Since there are a few mods that already affect Automated Ships (either the scaling or player skill itself) I don't think there's much value in reinventing the wheel, plus keeping the scope of the mod limited helps avoid potential conflicts with those same mods.

Thanks will take a look at that mod

7
Mods / Re: [0.95.1a] Fleet Size By DP
« on: November 20, 2022, 12:59:42 AM »
I think I found a solution to that and posted it on the previous page:
Quote
Spoiler
Changing my QC skill settings to this let me get my Radiant to 60% readiness at least:

Spoiler
#Automated Ships
   "QC_USE_AUTOMATED_LIMITS":false,
   "QC_USE_AUTOMATED_LIMIT_LINEAR_SCALING":true, #Mostly benign plans, implemented
   "QC_USE_AUTOMATED_LIMIT_DYNAMIC_SCALING":false, #Evil plans, unimplemented
   "QC_AUTOMATED_POINTS_THRESHOLD":70, #If limits are enabled but scaling is not, limit = this
   "QC_AUTOMATED_POINTS_THRESHOLD_DIVISOR":5, # If linear scaling enabled, limit = Battlesize / this
   "QC_AUTOMATED_MAX_CR":80, #The maximum CR that an AI ship can reach. Does not affect fleet limit.
[close]
Not perfect, but at least the ship is functional now... kinda fuzzy on what all that did, but whatever works.
[close]
You can also start using 'Better Deserved S-Mods', it makes the Efficiency Overhaul mod give +20% max combat readiness when built-in. That'd bring that forty percent up to sixty even without altering the numbers.

Ok, as temp solution, but I would still prefer if next mod update would include option for adjustment or flat 1/6th of max fleet points (since in vanilla max autoships are set to 5/30 if I remember correctly- it's been a while)
Because disabling this mod would return me to the world where Salvage Gantry takes same fleet space as Paragon and that's... painful.

8
Discussions / Re: How do i train myself to stop saving instead of loading?
« on: November 20, 2022, 12:29:24 AM »
Change Quickload button to F8 and put finger in gaps before pressing them.
Pay attention on which side of your finger button resides before you press it
(Started doing it after accidentally quicksaved with 5hp right before ubersoldaten boss battle in RtCW. That was "fun", but I somehow managed.)
F5-F9 combo is pretty bad, since both buttons reside on the right side of your finger.
F5-F8 is better since save is on the right side, while load is on the left side, so it feels different and, after you get used to it, should give you a pause if you're about to press wrong button.
At least it helped me, but then again I've been doing this for a while.

9
Mods / Re: [0.95.1a] Fleet Size By DP
« on: November 20, 2022, 12:13:24 AM »
**EDIT**  Correction, it shows as triple, quadruple, etc on the fleet composition data, but doesn't actually add the multiplier to the above 'All Ships' total.  Pardon my confusion.  So more of a display quirk, less of an actual DP problem.

AKSHUALLY it's still a problem, since Alpha Radiant is 240 points, while max auto ship points are 120, meaning that max combat readiness of said Alpha Radiant is 40% due to being 120 points overboard.
Would be great if we could adjust automated ship points like we can with overall fleet size (at least I didn't find where I can adjust it)
Because I would like to field at least one Alpha Radiant at full CR, since I like the Radiant class
I mean that's OP *** REDACTED are fielding and I would love to outbullshit them with even more OP design lol
I like this mod, but inability to adjust automated ship points tempts me to disable it.

10
Suggestions / Re: Illegal goods and licensing
« on: November 11, 2022, 07:47:15 AM »
Small addition about AI cores.
Licenses to carry those probably wouldn't be limited to TT only.
REDACTED hunters would be expected to have AI cores in cargo holds after all.
Maybe AI core license would be based on trust level and number of cores you hand in?
Basically Gamma cores have value of 1, Beta cores 2 and Alpha cores 3 or 4, that is modified by trust level.
Each point being 1 month of AI core license
So handing 6 Gammas and 3 Betas would grant you year long license if relationship are neutral (longer if better, shorter if worse)

11
Suggestions / Uncapped Burn Level
« on: November 11, 2022, 07:34:18 AM »
Why there is a limit of 20 on max burn level?
Because there isn't much point of going beyond burn level of 10 (9 with Navigation), because you will max out fleet speed with Sustained Burn.
I understand why we can't just keep accelerating forever (technical reasons plus trace gases and dust actually start exerting more and more drag the faster object moves).
Maybe add option to uncap or manually set max burn level, like we can already do with Deployment Points?

12
Suggestions / Re: the use of missiles on the global map
« on: November 09, 2022, 04:16:06 PM »
And what happens to disposable ships in universe? They get annihilated by any half competent ship crew.
To be fair vanilla fleet mechanics prohibits true swarm tactics
Currently max fleet size is 30 ships (if I remember correctly)
Meanwhile 360DP is equal to 180 Kites or 6 Paragons

This is where I launched game and realized there is no custom battle option in game to test 180Kites vs 6Paragons :(
(btw could game even run 180 vs 6 battle? what is biggest quantity of ships game can control?)
So can't test it out, but in vanilla you can't make your fleet out of 180 Kites
There is a mod (Fleet size by DP) that circumvents it by using stock DP value for assembling your fleet, but that's modded content, thus outside this discussion.

P.S. Game really needs proper custom battle option, to test out fleets.

13
Suggestions / Re: the use of missiles on the global map
« on: November 09, 2022, 11:15:42 AM »
bc it would completely devalue pd and be extremely frustrating to play against due to being completely unavoidable in many situations

lore wise, the lore we have rn doesn't really have anything in the way of technical details (and that's deliberately) so who knows, you could just say that phase coils can't really be manufactured by ships, or that the requirements for them make it unviable etc...

Well, large pd pulse lasers would still be effective, since moment incoming pd is detected it already turns incoming weapon into molten slag, but yeah, I get what you mean.

If lore is considered, then maybe going size route is the best.
Even largest missiles still need explosives, fuel and other systems beside phase generator.
Assuming Shade is the smallest smallest possible ship that can still hold phase generator and still function as a combat ship, potential phase missile would probably occupy large slot and hold only one missile half the size of Shade.
Somewhat sluggish missile that can still be taken out by large pd pulse lasers.
Missile that has very small amount of explosives on par with medium missiles at best.
Missile that could be triggered by long range lasers to phase out too far to reach target before internal flux capacitors are full and it needs to phase in too far from target, just to be easy prey to any pd.
So extremely impractical and materiel expensive weapon that would be mildly effective in rare specific situations at best.
weapon systems are often all about sweet spots. Maybe minimal phase generator size simply makes such sweet spot for missile non-existent.

Could be included in description if larger missile than Cyclon Reaper would ever be added to the game (failed phase missile experiment that ended up an overpriced firecracker, so instead r&d decided that small front shield generator would be better, cheaper and more effective).
Basically one giant front shielded ICBM that carries fussion warhead and enough matter to make sure blastwave still happen (without sufficient matter, fussion bombs in space are just radiation bombs).
That could at least be somewhat useful against stations and big capital ships, especially if pd is overwhelmed and it manages to slip through.

14
Suggestions / Re: the use of missiles on the global map
« on: November 09, 2022, 12:46:08 AM »
the old Pilum was mostly useless bc shields and pd would take care of them

About that.
One thing that puzzles me is lack of phase missiles, mines or suicide drones.
Given the tech in SS it wouldn't be that hard to design one that flies towards enemy and once it detects incoming pd, phases out, gets to target, phases in and detonates instantly (potentially even inside the ship).
Is there a lore reason why those don't exist (phase generators being too large for such weapons, for example) or just because of gameplay reasons?

15
Suggestions / Re: the use of missiles on the global map
« on: November 09, 2022, 12:30:21 AM »
Missiles seem too unrealistic given the distances involved.
HOWEVER
Ability to deploy minefields around system entry points wouldn't be bad
Basically they would function like artificial asteroid fields that mostly affect hostile fleets, since neutral and allied fleets would be informed of their positions.
Granted small chance of neutral and allied fleets (including your own) should remain since accidents and miscommunications happen.
Price could be Heavy Armaments and Fuel plus slightly lowering accessibility of all planets in system.
And they wouldn't last long- after every hit triggering chance drops and after several triggers all mines are used up.
Would help bolstering system defense if hostile fleet is incoming, by lowering CR and damaging ships.
Maybe even several levels of minefield density?
Low, medium and high density, depending on how many resources you are willing to spend and accessibility to sacrifice.
Low lasts 10 triggers starting from 10% chance and dropping by 1% every trigger, after 10 triggers disappears.
Medium lasts for 10 triggers starting from 20% chance and dropping till 10%, at that point downgrades to low density.
High lasts for 10 triggers starting from 30% chance and dropping till 20%, then downgrading to medium density.
Non-hostile ship trigger chances are 10 times lower
Not sure what resource price and accessibility drop would be balanced though.

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