Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - orost

Pages: [1] 2 3 ... 30
1
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 30, 2021, 03:35:22 AM »
I also have Industrial Evolution and Terraforming and Station Construction on, maybe something's interfering.

I wanted to include a screenshot, but I'm giving up after four different methods didn't work. (Why is it so hard to screenshot this game in particular?) So I'll just say that I have two planets with an accelerator, a size 6 which gets +47% accessibility from it and a size 5 which gets +48%.

edit: never mind, I remembered there is a built-in screenshot function.

Spoiler
[close]

2
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 30, 2021, 01:48:12 AM »
How much accessibility is Old Space Accelerator supposed to give to large colonies?

The description implies it's not very effective at larger sizes, but the effect only goes down by 1% per size (still gives +47% at size 6), which doesn't seem right...

3
I have a Gryphon in my fleet. It's armed with Annihilators, Harpoon pods, and a Hurricane launcher.

While I'm generally happy with its performance, it could afford to be a lot more aggressive with its missiles. I often see it choosing to not even try shooting Annihilators and especially Harpoons at ships with fairly high flux (it's more liberal, if still not liberal enough, with the Hurricane). For most ships it makes sense to save missiles for overloaded targets, but a Gryphon with a Missile Spec officer (which it is) has 18 salvos of Harpoons available per pod. Recently I've been transferring command to it at the end of battles to check ammo, and I typically see it has used less than half of its Hurricanes, less than 1/4th of its Annihilators, and even fewer Harpoons (taking into account Missile Autoforge). It hardly ever uses enough missiles to pop Missile Autoforge, even in very long battles where it runs out of CR.

I'm assuming ammo quantity is a factor to some degree, but now that we have another +100% ammo bonus we can stack, it needs to be more of one to let missile boats be effective under AI control.

(One thing I haven't tried is putting a more aggressive officer in it. I'm assuming it wouldn't affect this, but if I'm wrong, please correct me!)

4
Rather serious problem: Qaras has 4/3 industries (Salvage Yards pushes it over the limit), which gives it -5 stability, so it decivilizes fairly quickly every time. Because Qaras is the only source of food and organics for Pirates, and they generally don't have the accessibility to import from other factions, this takes out most Pirate colonies over a long playthrough.

Sorry if it's been brought up already. I don't see a way to search a specific thread on this forum.

edit: Also, Orbital Laboratories are from this mod, right? I've found two in the core worlds, just beside habitable planets. Salvageable, with expensive blueprints on them. (Specifically, in Valhalla and Zagan, seed MN-7039364735139969924)

5
Related: the pirate fleet that guards the gate in Sindria often gets distracted fighting patrols or stations at Volturn and Cruor and isn't even in sight range, but it still blocks the scan and the text acts as if it were right there. If you want to scan the gate you have to go swat random pirate fleets until you find the right one.

6
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 19, 2021, 09:48:39 PM »
I did some terraforming that went a bit odd.

It was a volcanic planet with extreme tectonic, extreme heat, and toxic atmosphere. With atmosphere removal now available, I wanted to turn it into a plain atmosphere-less barren planet for industry. (Because it had double ultrarich ores.) I removed tectonic first, then heat, then toxic atmosphere. Then I intended to remove any remaining atmosphere.

What I expected to happen, with each modification:

Volcanic -> Volcanic -> Toxic -> Barren-desert -> Barren

Instead what happened:

Volcanic -> Volcanic -> Barren (but with toxic atmosphere) -> Desert (habitable) -> Can't proceed because removing atmosphere from habitable planets is not allowed.

It's odd to me for three reasons:

* I believe that barren planets have no atmosphere by definition, as generated. That's why I expected it to be a toxic planet. But it ended up barren with a toxic atmosphere, which doesn't really make sense considering the description and appearance of barren planets.
* The description for atmospheric filters says that it converts toxins into inert, non-breathable gasses. But completing it created a breathable atmosphere. I felt like I skipped a step there somehow. Maybe it makes sense if we just assume there was oxygen around already, but it did trap me into habitability.
* I believe my plan would have worked if I had done the steps in a different order, possibly removing the atmosphere before removing the heat making it go directly from volcanic to atmosphere-less barren. Feels like an unpleasant gotcha that it depends on order.

I'm not suggesting any particular changes, but I'm sharing the experience, because it doesn't seem like it worked as intended.

(Also, probably a bug: Integration Corps gives the growth bonus before it's done building.)




7
I do have it checked. If I can reproduce this again, I'll check if toggling it makes a difference.

8
For a while I have been noticing that my AI Apogees are sometimes ineffective at using their primary weapons, seemingly not bothering to aim with them and only firing them when they happen to point at an enemy. For example, an Apogee with a tachyon lance is extremely good at sniping weak frigates in my hands, but the AI just doesn't do it. I finally have a clear example of this happening: https://streamable.com/2q63l

It looks kind of like it's aiming with the missile launcher, but deciding not to use it? But I've also seen similar behavior on Apogees armed with guided missiles in the big slot.


9
Bug Reports & Support / Re: The Typo Thread
« on: November 24, 2018, 11:44:41 AM »
@Wapno fuel use is capped at burn 20, so if you use a storm to go faster than that, you're saving fuel.



The description of the event "Luddic Path Cells - Dissolved" is the same as for "Luddic Path Cells - Sleeper" and makes no sense in context (talks about the cell being established and that there is no impact on operations "yet")

10
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 09:14:15 AM »
So, uh, I guess I'm not allowed to have a colony.

Spoiler
[close]

Spoiler
[close]

Two capital fleets roll in to raid my size-4 colony and put it into -110k per month for 6 months. (It peaked at +25k per month previously.)

Not super sure what the lesson is here - don't start colonies until I'm ready to go toe-to-toe against the main powers of the Sector?

11
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 17, 2018, 02:57:21 PM »
I have a colony now, and also some feedback.

* I don't really get some things about colony economy. I have a couple Gamma AI cores, and I tried installing them, but reducing demand for commodities seems to have no effect on the bottom line, even if it reduces how much of them the colony needs to import. Do imports not cost the colony at all? In fact, if installing a gamma core does anything at all, it is to decrease the net income slightly, which I don't understand at all.
* I ended up in a situation where I was out of supplies at my own colony, sucking them up from stockpile as they trickled in, waiting to very slowly accumulate enough to make a trip somewhere to buy them. I felt a bit ridiculous, considering I was hovering over a supplies factory *and* a spaceport capable of importing supplies, both of which I owned. I would love a way to tap more deeply into a colony's resources if necessary, even if it has negative effects.
* My colony was raided by a pirate force. The only effect of that I can see is -1 stability, and I *presume* this is because the force was small and the colony had ground defenses, so the raid was not very successful. But I don't know. Some feedback here would be welcome.
* Something minor, but maybe it shouldn't happen: I got into a fight with repairs suspended. I lost one ship in it, and recovered it. Instantly after the battle, before I could do anything at all like resume repairs, an accident triggered, destroying the ship.
* While exploring, sometimes I want to suspend repairs to save supplies. This is problematic in this version because at any time a storm hit can drop a ship to 0% CR, which is an inconvenience with repairs on but a danger with them off. So if I have repairs off, every single time I take a storm bump I have to into the fleet screen, scan to see if anything is down to 0, if it is unsuspend repairs on it, then remember to suspend them back a moment later once it's above 10%. It gets old. I would love an option like "essential maintenance only", that spends enough supplies to prevent accidents but no more, or perhaps just make suspending repairs work that way - I don't see myself ever choosing to not do that.

Now that I'm done complaining, let me just say that the update is fantastic and I enjoy it very much!

12
Blog Posts / Re: Colony Management
« on: December 26, 2017, 01:35:50 PM »
With regards to the reputation system... I've always thought the system used in Paradox strategy games would work very well in Starsector. Here's a random example off google images:

Spoiler
[close]

Relations are tracked as a list of separate factors, each with their own cause, caps and decay or expiration behavior. The sum of them is the final relations score. It's very powerful in creating consistent, reasonable behavior while also being easy to understand and keep track of, because everything that's going can be seen at a glance. My favorite aspect of it is that it rewards learning of and trying as many ways to improve the relations score as possible, because no individual factor has a huge effect, but they all stack with each other. The higher you want to go, the larger the variety of activities you have to engage in. While in Starsector's current system, as your reputation increases, lesser options close off even if you've never done them, and reaching the cap is about picking one thing that works all the way up to 100 and repeating it a lot.

(I thought about posting this in suggestions, but "copy this from that game" seems not quite substantial enough to create a thread for, and since there's already a conversation about it here...)

13
If I may suggest something - while the game does tell you a lot about a bounty, enough to know if it's scary or not, that information is not particularly obvious and can be easily missed if one doesn't already know where to look. The description is tucked away in a corner and doesn't look important, and the keywords that mark a death-fleet - "convicted of desertion", "large fleet" and "exceptionally capable" - can be easily mistaken for meaningless flavor text.

Perhaps reorganizing the interface a bit to emphasize the important information and make an out-of-depth bounty more obvious would help avoid confusion.

14
Blog Posts / Re: Population Growth
« on: November 20, 2017, 06:00:19 AM »
While it sounds good, i'm a bit worried about possible performance issues. I guess the player will be limited (through skills?) to only a few outposts. However i can't imagine a limit when it comes to selling them, and that's potentially dozen of new markets in the sector during a long campaign, now in the AI's possession. The sector economy and our computers might not like that.


I was under the impression that the number of markets will be a non-issue for performance in the new version with the economy rewrite.

15
Blog Posts / Re: Population Growth
« on: November 20, 2017, 02:45:12 AM »

If we have high enough standing with a faction, will we be able to create colonies for them instead of it being the player faction? As well, if I create a colony in the player faction, will I be able to sell that colony to a faction? If it hasn't been discussed or mentioned yet I think that would be quite an interesting play style, setting up colonies and selling them off to the highest bidder.

Maybe? It's all stuff I'm thinking about to various degrees (perhaps less about selling colonies as a playstyle, specifically), but I really can't say right now.


High-level, long-term mission where you are tasked with creating a colony matching specific criteria and handing it off to a faction? I don't know if it fits with your mechanics but it sounds awesome in my head.

Pages: [1] 2 3 ... 30