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Starsector 0.96a is out! (05/05/23)

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Messages - Network Pesci

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1
I found a couple of fairly insignificant errors.  The Prester John Inner Jump Point appears to be an Ice Giant in hyperspace, I'm fairly sure it's supposed to be a regular jump point.  I don't think Saint Januarius should make that jump point into an Ice Giant gravity well considering SJ has its own gravity well to the right of the black hole in this picture.

https://i.imgur.com/f2USbzw.jpg

Also, the Hazard system has an overlapping jump point and gravity well, Timms is orbiting Chan Huan closely enough that the two points overlap in hyperspace.  Timms has the Gas Giant gravity well instead of the regular jump point graphic too.

https://i.imgur.com/QC9oaBd.jpg

2
General Discussion / David Appreciation Thread
« on: June 01, 2023, 12:24:11 PM »
Well, you've said most of what I wanted to say.  (For that matter I completely agree with your most recent post in the Alex Appreciation Thread but I didn't want to bump the topic just to say "wot 'e said".)  I don't mind the stories not being complete, after all, the game's not complete, but most of the major factions feel a lot more "alive" and three-dimensional than they used to.  I considered making a "David Appreciation Thread" since Alex has one already, but you beat me to it.  If the writing in StarSector doesn't surpass Iain M Banks, it at least stands proudly with my favorite Black Library entries.

I didn't really take the "Volturnian Padawan" quest as being that important, just a way to nudge first-time players into doing the Pilgrimage and/or Usurpers questlines (and a cool reference to a now-classic story older than the majority of humans on this planet).

There's been a lot of criticism of the Path and the Diktat in previous versions as one-dimensional cartoon villains.  The Path, in particular, not just Brother Cotton, feels a lot more like a real organization made of real people rather than the howling suicidal fanatics they were in past cycles.  In my previous playthrough, I ended up giving the PK to the administration of Gilead.  I seem to remember hearing some old song about that somewhere.  If I could hand it over to Brother Cotton, I would, but if that's a story option I haven't found it.

3
I finally got my favorite troop transport in this playthrough, the Starliner(GMHS), but the GMHS hullmod is still apparently still broken.

https://i.imgur.com/pNFL7U7.jpg

I double-checked to make sure I'm not using an old version of the mod, and my changelog.txt in my /mods/GrytpypeMoriarty folder includes this entry at the top:

0.9.9f
-Fixed the GMHS and GMFS glitched Hullmods

I just now got this ship, so I haven't done extensive testing to see if it really works and it's just the tooltip that's broken, but the refit screen says that it is.

4
Bug Reports & Support / Re: The Typo Thread
« on: May 31, 2023, 07:50:47 PM »
I found another one in the Sindrian political questline.  When talking to Oxana Hyder about leadership candidates:

Spoiler
[close]

Pretty sure that's supposed to read, "How long has it been?"


(edit)

And another one.  When talking to Macario about Hyder:

Spoiler
[close]

That's either supposed to say "surprising" or there's a missing adjective there.

5
https://i.imgur.com/A7V9tHA.jpg
https://i.imgur.com/Bup2rIz.jpg

These are my standard logistics craft for .96a.  In my first .96a playthrough, when I had to hack the Hegemony relay, I decided to test out the new S-Mod options instead of doing like I usually do, putting my "real" fleet in storage at Asharu and taking a couple of phase frigates and a Revenant out to do the job.  This is obviously not as effective as building a true "stealth" fleet, but I was still able to get away with hacking the relay unseen.  Once I've surveyed most of the planets in the Sector, I will swap out Surveying Equipment for Expanded Cargo Holds or whatever.  I don't even need the Advanced Turret Gyros, I just put them in there to use up the spare OP.

With a standard fleet of cruisers and destroyers plus these two quiet big boys for my fuel and cargo needs, my fleet signature is barely larger than my detection radius.  With these S-Mods, the Prometheus and Atlas have a sensor signature of 30 each, equal to the starter Wolf, and the burn speed to keep up with my destroyers and light carriers.  Even with the sensor penalty from not having Militarized Subsystems, the High Res Sensors increases the sensor value of the whole fleet, making it a net upgrade.

I never seriously considered using S-Mods on logistic ships before .96a, but this build makes it well worth the 4 SP invested when I can take a normal fleet built for combat, and dance and dodge and hide like Sekiro with a jetpack.  "Oh no, they've flown into a small cloud!  We'll never catch them now!  Might as well give up and return to patrol."  I can only imagine if you built a true stealth fleet with S-Modded Insulated Engines on phase ships, you wouldn't even need to hide behind a tiny asteroid or wisp of gas, you can probably Go Dark and hide in plain sight like Solid Snake in a cardboard box.

6
All right, here you go.  I sent you some style notes in a PM, there's a few things that need your final word as the actual author of the piece, you know what you intend, I don't.  It's well worth my time and I'm keen to see where the story goes from here.

7
General Discussion / Re: Tech-mining colony size?
« on: May 30, 2023, 05:39:36 PM »
I don't find truly awesome loot from techmining often enough to make it a high priority, but if I have Vast Ruins in a system that I'm already colonizing, it's worth setting up a temporary settlement to techmine for a few cycles.  In addition to Alpha Cores and blueprints, I have gotten a Fullerene Spool and a Flawless Nanoforge from Vast Ruins techmines.  I haven't ever bothered to use Alpha Cores in them or improve them with story points, but knowing there's a chance of getting ultra-rare Domain tech makes it a good gamble if I already have Pather interest.  I definitely wouldn't call them worthless.

8
General Discussion / Re: Tech-mining colony size?
« on: May 30, 2023, 02:03:31 PM »
Also, I don't think you can improve stuff/install AI before it's "online", ie under construction...do you mean before it drops its first load of loot?

You can absolutely improve industries and install Domain tech before they're fully built.  When I build new industries that I know I'm going to use Story Points on, I wait a day for them to get 1% built and then improve them so I don't have to sit around babysitting my colony for the next 90 or 120 days.  I don't know for sure if you can put AI cores in them but I don't see why you couldn't.  I don't think you can improve them literally the day you start building them, you have to let a very small amount of time pass before it works.

9
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4a (Tweaking Ed.)
« on: May 30, 2023, 10:34:50 AM »
I am running my copy on Windows 7.  I mentioned the Java because I know some people change their Java to a new version and looking at the last line of your crash report I thought that might be the issue.  I am using those exact same versions of LazyLib, MagicLib, and GraphicsLib as well.



(EDIT)  Most impressive!  Good work Wyvern, glad you figured it out.

10
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4a (Tweaking Ed.)
« on: May 30, 2023, 10:01:59 AM »
That's strange, I'm not able to replicate that same problem.  I'm only level 3 in a new modded campaign with Xhan and the Alfonzo modsuite, LazyLib, GraphicsLib, MagicLib, and Locked and Loaded.  I have changed my vmparams to use more RAM (-Xms4096m -Xmx4096m) to handle all these mods, and I'm using the Java version that comes with the .96a RC10 download.  I'm able to use the Heavy Net Launcher just fine in both the simulator and real campaign battles.  I haven't found a Net Launcher or an Ultraheavy Net of Enrapture to test yet.

https://i.imgur.com/s1GCvOe.jpg


11
General Discussion / Your services are no longer required
« on: May 30, 2023, 03:12:28 AM »
Sure there is.  From the campaign screen where you fly your ships around, press "D" to bring up the Colonies screen (even if you don't have colonies the screen is still there), then press "W" to go to the Administrators screen and you can dismiss your unneeded admins.

12
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 28, 2023, 10:07:49 AM »
I'm not sure if this is a bug or intended behavior.  I went to Horus Yaribay looking for work (he's one of my five primary contacts this playthrough) and he had military bounties on offer.  I asked him for something challenging, and he gave me a Persean deserter bounty in the Zeta Kalico system.  I thought that sounded familiar, it's one of mine.  I have two size five colonies there.  Are bounties supposed to generate in inhabited systems?

13
Bug Reports & Support / Re: The Typo Thread
« on: May 27, 2023, 10:23:13 AM »
I think I found one.  In the salvage/recovery screen after a battle, "The salvage chief reports that several ships disabled or destroyed during the battle can be restored to basic functionalty."  I'm pretty sure that should be "functionality".  Apologies for wasting your attention if this is some regional spelling issue like honor/honour or truck/lorry.  Mirriam-Webster, Gmail, this forum's spellcheck function, and Spellcheck.net all agree that "functionalty" is a misspelling or I wouldn't even mention it.

14
Me right when I see King Alfonzo's mods popping up to the top of the forum one after the other:

Spoiler
[close]

I know what I'm doing this weekend!

15
General Discussion / Re: 14th battlegroup
« on: May 26, 2023, 03:39:32 AM »
In my current RC10 playthrough, I've found the blueprints for the Enforcer XIV and the Onslaught XIV at Research Stations in the outer reaches.  I'm pretty sure you can raid one of the Hegemony worlds, I think it's Chicomoztoc (sp?) to get all of the XIV blueprints if you were so inclined.

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