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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Sendrien

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Suggestions / Refit Colony Starbase
« on: April 22, 2021, 02:42:12 PM »
I would absolutely love the ability to refit the starbases that are built on each of my colonies. Even if I never get a chance to use them, being able to see them destroy enemies using the configuration I chose would be eminently satisfying. And it shouldn't really be much additional work, since refitting is already a feature in the game.

General Discussion / How to adjust colony growth rate?
« on: April 19, 2021, 09:22:26 AM »
Even if you set your max planet level to 10, your colony does not seem to have any realistic chance of growing to that size without tweaking the colony growth rate. I looked around the config file for a long time but could not find where to adjust it. Would appreciate a pointer in the right direction. Thanks!

Bug Reports & Support / Expeditionary Force Reputation Bug
« on: April 17, 2021, 01:56:31 PM »

After winning this battle, I still got penalized with reputation loss (-5) despite the fact that I was acting in self defense and the expeditionary force was not operating officially.

General Discussion / Re: Stable Location Upgrades
« on: April 15, 2021, 11:56:04 AM »
Agreed. Hopefully Alex sees this thread!

General Discussion / Stable Location Upgrades
« on: April 15, 2021, 11:50:11 AM »
Is it possible to upgrade the Makeshift Sensor Array, Nav Buoy and Comm Relays that you can build on Stable Locations into their fully fledged counterparts?

Bug Reports & Support / Re: Ships Keep Slamming into One Another
« on: April 08, 2021, 10:21:14 AM »
I have noticed this as well. Especially when ships are "competing" for an angle to attack an orbital station.

AI-piloted phase ships also have a tendency to un-phase INSIDE an enemy ship, which leads to collision damage.

Bug Reports & Support / AI Piloting Bug?
« on: April 08, 2021, 10:18:13 AM »
So far in my 0.95a playthrough, I've noticed two possible bugs:

1. On ships with Safety Overrides and Phase Lance, the AI does not seem to compensate for the lost range from SO and often "shoots blanks". Two excellent examples of this are Hyperion and Harbinger with 3x Phase Lance and SO.

The Hyperion will often TP to a location just out of the range of the Phase Lance, leading to an airshot.

The Harbinger will often un-phase just outside of Phase Lance range such that it will only use the Quantum Disruptor but be unable to make contact with the enemy with actual weapons.

2. AI piloted Harbingers when confronted with shields, sometimes use Quantum Disruptor AFTER an alpha strike, despite having full charges. (I realize the QD can be used defensively, mitigating retaliation, but shouldn't it also be used to bypass the shield system, which appears to be the main purpose of this system?)

3. AI piloted phase ships also have a tendency to un-phase inside larger enemy ships, leading to collision damage.

(These effects are reproduceable in 1v1 simulation)

General Discussion / What about making Hyperion a Phase Ship?
« on: April 07, 2021, 02:20:31 PM »
The nerf to the Phase Teleporter on the Hyperion was definitely needed, but with all the disadvantages that now come with this ship, there's very little reason to run it any more.

The fact that you require 0-flux to activate the teleporter means that this ship is excellent at getting behind an enemy and delivering some devastating blows. But it has no wherewithal to extract itself. Turning the Hyperion into a Phase Ship may resolve this issue, as it could allow the player to extract successfully after getting behind the enemy.

I have seen so many people consistently trash the Scarab, but for me, it is one of my most consistent performers, especially in AI hands (balanced pilot). I place heavy priority in getting my hands on a few Scarabs as quickly as possible. They usually carry my fleet into the late game.

My build is ultra-simple: 5 front-facing IR Pulse Lasers with 4 hullmods - Hardened Shields, Front Conversion, Flux Coil Adjunct, Flux Distributor and then max capacitors and as many vents as I can fit.

One Scarab configured this way can *flawlessly* solo almost any Frigate or Destroyer. Some cruisers. Two can take down almost any cruiser without taking damage.

And because the only items you have to procure are the ultra-common IR Pulse Lasers, once you get your hands on the Scarab, you're good to go.

I acknowledge that there are far more experienced people on this forum, but for the life of me I cannot understand why the Scarab is trashed so heavily.

I totally agree with your conclusion here. I do believe that the salvaging playstyle should be more viable.

That said, here's how I'm fixing this situation currently.

1. All my fleets always travel at Burn 20. I always use Militarized Subsystems and Augmented Drive field on Prometheus and Atlas. I keep everything at Burn 9, and which gets boosted to 10 with my Navigation skill.
2. I try to use Solar Shielding wherever possible.
3. There are two skills which reduce supply and fuel consumption by 25% respectively. I always take those.
4. To make sure my missions are profitable, I will always take exploration missions in the same vicinity of the map I'm headed towards. If I can line up 3-6 missions in the same quadrant of the map, I can complete them all, while still having time to salvage.

General Discussion / Does anyone find Commerce worth it?
« on: January 08, 2019, 09:16:46 AM »
With such a limited number of building slots in your colony, do you find Commerce to be at all worth it? It grants you +1 Stability and the opportunity to buy from your own station with 30% tariffs.

That same slot could be used for another industry or one of the military buildings, both of which provide more economic gain or Stability, depending on which one you want. And I don't see the need to buy things from my own faction, seeing as I can just produce them.

What am I missing here?

Just found this thread while looking for something else. I hope Alex read this, because the points made by the OP are very good. The colony feature is absolutely brilliant, and adds so much to the rich universe of Starsector. But once you build out a colony, and it becomes self sustaining, it does feel like this should unlock the most advanced phase of gameplay (i.e. the True Endgame), or things that can only be done on a colony/faction-wide scale.

Perhaps this is to answer the question: why did you build a colony and found a faction? To what end have you achieved these things?

Knowing Alex, he already has something hidden up his sleeve. My hope is that these endgame goals somehow tie neatly with the lore/story of Starsector presented so far.

General Discussion / Re: Procedural Generation needs improvement
« on: January 05, 2019, 06:57:26 PM »
@Alex - By complete accident, one of the best constellations I've ever found was called Kardashev. By the very fact that this name is in your name generator, I know that you know its significance. So I needn't elaborate further.

But it got me thinking - here is humanity having spread its wings beyond our own solar system, perhaps even to a new galaxy, we're not sure. And yet none of the relics of a bygone era are a Dyson Sphere?

How awesome would that be for a point of interesting exploration!!

General Discussion / Re: Procedural Generation needs improvement
« on: January 04, 2019, 10:24:24 PM »
That is all I can ask for. Thank you!

By the way, I definitely am not suggesting that Terran worlds should somehow be handcrafted. Perhaps one possible approach would be to give systems containing a Terran planet a "minimum level" of detail, e.g. at least 15 features, 3-8 of which are planetary bodies. Or something similar.

Given how elegant and refined your solutions to the economy have been, I trust you will find something equally impressive to spruce up special star systems.  ;D

General Discussion / Re: Procedural Generation needs improvement
« on: January 04, 2019, 10:08:13 PM »

I guess I'm not seeing a fundamental difference. More planets potentially make the system more useful, but, I mean, it's already got a terran planet! Beyond that, just feel-wise, I think both are interesting, and I'm not really seeing "more planets" as a win in terms of feel or reward. I think maybe it is a subjective thing, since it seems like you are.

Is the goal to have balanced utility between systems? If yes, perhaps the current approach is the way to go.

However, if we acknowledge that blue star systems are mainly going to be used for exploration, whereas the player will likely jump at the opportunity to colonize a terran planet wherever practical and possible, then from a pure gameplay perspective, those systems in which the player invests the most time and resources building up should absolutely be more visually interesting, more expansive and content-rich.

It's the same reason the Core Worlds were hand-crafted. It's the same reason in some MMOs, player hubs and boss fights are extremely well fleshed out, whereas a random filler dungeon may be a rehash of an earlier dungeon.

To take an extreme example, imagine there was only 1 Terran world in a particular save. And the procgen made that Terran system literally 1 star + Terran planet + jump points. You could certainly argue that the mere existence of the Terran planet in that otherwise empty system is what makes that system special. But even the most novice Starsector player would know that such a system is seriously boring compared to the likes of Corvus or Askonia or even Canaan.

And since building colonies seems to be the endgame up to now, wouldn't it make sense that the endgame content has a bit more sparkle than 1 star + 1 planet in some cases?

(To clarify, I'm not saying the procedural generator is bad. Far from it. It's one of the things that make Starsector fresh each time I play.)

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