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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - DaLagga

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General Discussion / Re: Rollback
« on: July 24, 2021, 08:28:04 AM »
It should be noted that the devs are well aware that the skill system kind of sucks in its current form which is why sweeping changes are coming.  You can read about them in the blog posts that I'll link here.

General Discussion / Re: Noob needs help with ammo
« on: June 21, 2021, 09:35:48 AM »
Thank you for the answers. Sometimes it seems like missiles replenish ammo and sometimes it seems like they do not. Maybe it's just me.

Most missiles will only replenish after a battle is completely over.  If you finish a fight and then decide to pursue the enemy, your missiles won't have restocked because it's technically all part of the same battle.  As others have said, Pilums and Salamanders do replenish during a battle and are effectively infinite. 

General Discussion / Re: Cryosleeper Luck
« on: March 20, 2020, 08:06:15 PM »
I really wish that cryosleeper ships were guaranteed to be in decent systems because I thought that the whole point is that these ships were sent to systems to colonize them before something went wrong.  So it would make sense that systems with cryosleepers would always have at least 1 really good planet or perhaps 2 or 3 decent planets.  In every game I've played, the systems in which I find them are trash and not worth colonizing at all. 

To clarify what SCC said, what this means is that if you have your battle size set to 500 then even if you're massively outnumbered,  you'll still be able to deploy 200DP worth of ships (the enemy will get 300).  Likewise, no matter how badly you outnumber your opponent, you can only ever deploy 300DP worth of ships to their 200.  Battles involving space stations actually increase this amount a bit but even I'm not 100% clear on the specifics. 

General Discussion / Re: Income problem.
« on: January 15, 2020, 09:40:02 PM »
If you're playing as an explorer/surveyor and have those kinds of expenses then you really need to dial it way back.  You don't need anywhere near that many officers and crew for simple exploration.  Beyond that, there's other ways to make money besides taking a commission like opportunistic trading or bounties.  In fact, I've been playing this game on and off for over 7 years and have never done the whole commission thing because I hate the idea of half the galaxy randomly declaring war on me because my faction decided to crazy. 

General Discussion / Re: Getting way outgunned
« on: September 27, 2019, 08:01:39 AM »
As far as I'm aware, the difficulty of bounties depends on two factors - how long you've been playing and how many bounties you've already completed.  If you take multiple bounties in quick succession then their strength will eventually outpace you no matter what you do.  Their strength does eventually cap out and it's not too hard for any decent endgame fleet to mop the floor with maxed out bounties so this will eventually become a race that you end up winning.  My advice would be what has already been suggested.  Do the easier bounties and especially the ones that have you destroy space stations as those should be trivial for your fleet and still have a good payout.  Either that, or do other things and come back to bounties when you have a stronger fleet. 

General Discussion / Re: Take a rep hit for too much cargo!
« on: September 21, 2019, 10:47:26 AM »
Just because a good isn't illegal doesn't mean that it wasn't acquired through illegal means.  They know there was a massive amount of activity on the black market and have now caught you with a massive amount of goods shortly thereafter.   They can't prove that they were purchased illegally but they still know that you did it and so it hurts your reputation. 

General Discussion / Re: New player : Tarrif questions
« on: September 20, 2019, 08:10:51 AM »
There is a way to play a profitable open market trader (iirc), and that's to play the tutorial, rush for the ability to Transwarp Jump, head on over to Chicomoztoc, buy the stuff needed for a makeshift Comms Relay and stick one in the tutorial system.

The stability of the planet never drops below 1, pretty much all goods are always in demand, on the only drawback is you can't take missions. Or receive intel... yeeeah.

But that's basically exploiting a bug, at which point you may as well just mod the game to give yourself a massive amount of cash IMO.  Cheating is cheating.  Not that I care if someone cheats in a SP game but I just don't understand why some players will spend hours abusing an exploit when a simple console command or something would accomplish the same thing in seconds. 

General Discussion / Re: New player : Tarrif questions
« on: September 19, 2019, 09:52:04 PM »
Being a normal merchant is not viable way to make money or grow in this game.
I have $2mil that says you're wrong. There is definitely good money to be made on pure, 0 mission trade and a small amount of cash can grow very quickly. It's not the best option in the world but it is absolutely viable.

Sure, but how long did that take and how much effort was it?  Because a large endgame fleet can easily devour ~250k+ credits worth of supplies and fuel alone per month so that 2 mil will be gone very quickly.  Obviously you can switch off between trade and battle fleets as needed but that gets incredibly tedious.  The reality is that there's really only two ways to reliably sustain a large endgame fleet and that's bounties and/or colonies.  Trading can certainly be a very good way of making some money in the early to mid game but the profits fall off a cliff in the endgame due to the static nature of available goods. 

General Discussion / Re: Getting targeted for market expansions
« on: September 17, 2019, 06:51:33 AM »
Bribes seem to top out at 1 million credits so it does get expensive but by that point I was making ~1.8 million per month off of my colonies so I could easily afford to just bribe all the expeditions.  As others have said, a Star Fortress with a High Command is enough to fight off almost anything, but you will get to the point where you can afford the highest tier bribes if you want to avoid the reputation penalty for destroying their expeditions.  It can take a little while but money does eventually become irrelevant in the late game.   

General Discussion / Re: why isn't there a demo of this fantastic game?
« on: September 10, 2019, 12:30:01 AM »
The game did have a demo at one point.  If you searched around enough I'm sure you could probably still find it.  It's actually how I first played the game but that was back in 2012 I believe. 

In any case, I don't see why a new demo would be hard to do or even require any significant extra work.  The demo could simply be the full game except that your character is locked after 1 hour of play.  You can create as many characters as you want but not play them any more than an hour.  That way people would get hooked and want to see more.  Buying the game would then just remove the lockout and allow you to continue your characters. 

General Discussion / Re: level up administrators
« on: September 09, 2019, 02:29:21 PM »
What I'm wonder is, do 3/3/3 administrators exist (not counting Alpha AI's of course)?  I've found one with two of the colony skills maxed, but never all 3. 

Suggestions / Usability tweak for alt missile fire.
« on: August 28, 2019, 07:53:00 AM »
This has probably been discussed before and there may already be a solution, although I haven't found one.  But one annoyance I've had for a long time is the way that swapping control groups messes with the selection of missile weapons within an alternating fire group.  Here's a detailed example. 

Let's say I have 2 control groups, the first consisting of guns and the 2nd of three Reaper Torpedo launchers (we'll call them Torp A, B and C) with two shots each set to alternating fire.  Now let's say I want to fire 2 torpedoes.  When I select control group 2, it correctly selects the first launcher on the list (Torp A) and cycles to the next when I fire.  Meaning that after 2 shots Torp C will be selected and ready to fire.  However, if I switch to my guns and then back to my torpedo group, it will automatically switch to Torp A (or the next in the group).  Meaning that if I fire two more shots for example, Torp A and B will be dry while Torp C still has 2 shots left.  So if I want to fire two more at a target I can't because I'll have to wait for the cooldown after the first shot. 

I know you can switch between weapons in a group by pressing the number for the group repeatedly, but this gets very fiddly in the thick of combat.  In short, shouldn't the last weapon selected remain selected when you switch from and back to that group? 

General Discussion / Re: AI admin increases demand?
« on: August 26, 2019, 04:48:40 PM »
You can mouse over a resource, say supplies, and see what the tooltip says about consumption, bonuses or penalties. Then we can find out more about what's going on.

I suspect what might be going on is that player character's Industrial Planning skill decreases consumption by one, like it used to in the previous versions, but the same skill by Administrator's and AI core doesn't. If so this might be a bug with the Player's skill not being updated.

Edit: Quick test, yup this is indeed the case.

I have hovered over them and basically it just lists the consumption as having increased by 1.  Come to think of it, this is an old save from when .9 first dropped, so you think that's the problem? 

Do planets actually decivilize in 0.9.1a?

They certainly did in 0.9a (and it happened less than ten cycles), but for all I know, they could be hit by a bug similar to Pathers and not decivilize anymore.

I had one decivilize earlier today in vanilla.  It was a Luddic Path planet that I had raided to oblivion.  I had forgotten about it when I got the message so I'm not sure how many cycles had passed but it was quite a few (20 or so if I had to guess)

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