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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 - SafariJohn

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1
General Discussion / Re: Armor as related to hull
« on: January 28, 2023, 07:51:17 PM »
Armor continues providing 5% of its value to reducing damage even after it has been stripped in a spot. Continuing the wiki's example with a 100 strength energy weapon vs 100 armor, if it hit a spot where the armor had been wiped it would still only do 100 / (5 + 100) = ~95 damage to hull. Against a stripped 1700 armor ship it would only do 54 damage.

So stripped armor acts as a hull multiplier.

2
Suggestions / Re: Buff the Medium Energy Slot
« on: January 27, 2023, 05:59:21 PM »
This reminds me... Should mining lasers be hybrids too? You know, those super cheap PD lasers with low damage but nice range compared to standard PD lasers.

HYBRID for Mining Laser? ;)

Yes, but this is a medium weapons thread :D

3
Suggestions / Re: Buff the Medium Energy Slot
« on: January 26, 2023, 08:35:22 AM »
HYBRID for Mining Laser? ;)

On the one hand, now "mining" ships aren't obliged to have energy mounts to get "mining" weapons. On the other, now all ships with med ballistics can mount a 350? hit strength HE weapon with +100 bonus armor damage.

4
Is it possible to swap out built-in fighter wing for another? There doesn't seem to be any method akin to ShipVariantAPI's addWeapon (though imagine changing this would involve HullSpecAPI anyway)

I guess swapping to another hull with the alternate built-in fighter would be feasible..?

See Roider Union's MIDAS and Tracker Swap hullmods.

Tracker Swap is what the player sees, but the actual switching code must be in MIDAS (which is built in) because Tracker Swap can't switch back to the original wing.

5
Suggestions / Re: Minor Emergency Burn QoL Tweak
« on: January 25, 2023, 01:38:28 PM »
TBH I don't think it really matters whether the time between EB starts is the same or not.

6
Suggestions / Re: Disabled Ship = Escape Pods, not Boom
« on: January 24, 2023, 03:00:40 AM »
- ships that break apart can't be recovered (with sMods, etc. preventing break apart)

Isn't that already the case with vanilla?

Just tested, made sure to break apart both enemies, both were (SP) recoverable.

7
Suggestions / Re: Disabled Ship = Escape Pods, not Boom
« on: January 23, 2023, 05:28:14 PM »
Mechanical effects I would like to see:
- get some crew back from disabled ships after the battle ends
- ships that break apart can't be recovered (with sMods, etc. preventing break apart)
- chance of post-battle event that lets you recruit crew from enemy's life pods

Rusty Edge's idea is cool. Probably not worth using, but cool.

everyone else in this thread is being annoyingly edgy.

Only Schwartz and gG_pilot.

8
Suggestions / Disabled Ship = Escape Pods, not Boom
« on: January 22, 2023, 03:59:06 PM »
I suggest when a ship is disabled it spews out escape pods/shuttles instead of exploding.

Pods flying out from under a ship and fading down like missiles should be about as flashy as an explosion. If capitals are too big for that to suffice, disabling all the weapons (along with the engines per usual) should make up the difference.

9
Suggestions / Re: Increase AI traders
« on: January 19, 2023, 01:47:38 PM »
@SafariJohn do you mean there’s no named NPC traders or have you somehow missed the merchant fleets that fly around?

The only thing those fleets do is create shortages when they die.

10
Suggestions / Re: Increase AI traders
« on: January 19, 2023, 07:15:09 AM »
There are zero NPC traders.

I agree there should be things that close trade opportunities like NPC traders and faction responses. Or at least abstractions that represent those things.

11
Suggestions / Re: Add two new fighter commands
« on: January 19, 2023, 07:11:22 AM »
Formation is a cool idea! Sadly I do not think Alex will do anything with fighters. :( I have suggested similar stuff before to no avail.

I will just quote my previous suggestion:

I think carriers, particularly hybrid carriers, should have more control over their fighters. I propose fighters be commanded by two keys: Fighter Stance and Fighter Command.

Fighter Stance toggles fighters between two modes: Regroup and Roaming. Regroup is exactly as now. Roaming lets the fighters fly around attacking whatever they please.

Fighter Command changes functions depending on which mode the carrier's fighters are in.

 - When in Regroup, Command sets the fighters' mode to Repair. Repair mode causes damaged fighters to land for a moment to repair and rearm, just as bombers do after an attack run. Hitting Command again toggles back to Regroup.

 - When in Roaming, Command's function depends on what is currently targeted. If the target is an enemy ship, it sets the fighters' mode to Engage; the fighters attack that ship until given a different Command. By which I mean the carrier can target something else without distracting its fighters. If the target is a friendly ship, it sets the fighters' mode to Escort; the fighters protect that ship until given a different Command. If nothing is targeted, it sets the fighters back to Roaming mode.


This suggestion really only adds one fighter mode, but it makes all the existing modes explicit and more useful.

12
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« on: January 18, 2023, 01:23:08 PM »
Is there a quick way to test spawn ships without starting a whole new save and developing a faction to ship production capacities? I'll go through each mod combination but the windup time to test is daunting.

ConsoleCommands mod has an AddShip command. Dev mode also has a variant editor mode on the main menu.

13
Not having enough crew can reduce max CR.

14
Bug Reports & Support (modded) / Re: Game freezes and crashes
« on: January 15, 2023, 04:25:51 PM »
Looks like something to do with OpenAL. Maybe there is some incompatibility with Manjaro Linux? See if you can replicate it with no mods.

15
Bug Reports & Support (modded) / Re: Game freezes and crashes
« on: January 15, 2023, 12:18:41 PM »
I doubt Roiders is involved at all. If you share your log the actual crash report might still be there. Or if the crash happens again the report should be at the end of the log.

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