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: Simulator Enhancements (03/13/24)

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 - Morbo513

Pages: [1] 2 3 ... 21
1
Suggestions / Double-tap shift to toggle invert follow-mouse behaviour
« on: March 15, 2024, 06:17:49 AM »
Simple enough - let us toggle between ship steering modes by double-tapping shift, instead of either having to go through to the options menu, or hold shift for most of the battle.

2
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.13
« on: September 24, 2023, 08:39:16 AM »
This has gotta be one of my favourite ship/weapon packs. I didn't notice the "In search of the Ark" mission and that it affects wreck quality/quantity until well into my current save. Does beating it have any effect on an existing save or do I have to start a new campaign?

3
I can't put Sierra's ship into storage - tells me "Can't put last ship into storage". Is this intended? Is there a way around it? I'm on 0.95 version for what it's worth.

4
Mods / Re: [0.96a-RC7] Fleet Size By DP
« on: September 19, 2023, 03:42:44 PM »
I will never play Starsector without this until and unless it stops being updated, thanks for making it. I don't understand Alex' insistence on the 30-ship cap.

5
Mods / Re: [0.95.1a] Diktat Enhancement 1.2.0e
« on: February 28, 2023, 03:19:12 AM »
I really like the mod and its content, the Laticlavus and Voyager are especially cool. The spaceborne lobsters were funny the first time I encountered them but they're certainly immersion breaking - I'd appreciate a version of the mod, or a setting, that omits them. The new stations in Askonia are also really cool - I've been doing a Pirate playthrough and after murderhobo'ing my way into a strong fleet I established my own colonies at the edge of the sector - the Diktat briefly took one of them from me, then tried again a cycle later, so now I've decided I'm Cruror's new owner.

6
Suggestions / Re: Give all capitals and cruisers limited battle self-repair
« on: February 27, 2023, 08:24:41 PM »
As exactly as it says, what if all capitals and cruisers could slowly self repair to a % threshold while in battle? Possibly 30% and 20% respectively, it doesn't have to be these exact numbers.
This would really distinguish capitals and cruisers from destroyers and frigates.

Generally don't like the idea. There's already an elite officer skill that gives self-repair up to 50% hull anyway.

Cruisers and Capitals are already very powerful, and with the way fleet sizes work, they're favoured. A well-equipped one has plenty of means to avoid taking hits in the first place - large weapons with longer range & DTC/ITU on top, plenty of small mounts for point defences, large flux pools and dissipation.

 If any class of ship were to get such an ability, it should be Frigates (and maybe Destroyers), to help offset their comparative lack of power and survivability - but I reckon it should require retreating off the map first (they'd be allowed to re-deploy to the same battle after X time has passed). Remaining CR is preserved - bumped back up to yellow if it had fallen below - and PPT is reset.

7
If you're like me and have a ton of mods installed

I know of an easy solution to that.
If you're insinuating I should remove mods, yeah, nah - that's not a solution. Even pure vanilla, more sorting options for the weapons list would be a QoL improvement.

8
If you're like me and have a ton of mods installed, and stockpile tons of weapons in storage to choose from, the weapons list in the refit menu can get extremely overcrowded, and it can be difficult and tedious to find one you're looking for, even if you know its name and OP cost.

The suggestion is simple - additional filters and sorting options for the weapon list. For example, this'd allow you to view Ballistic weapons doing Kinetic damage, sorted by Range. An "EMP" filter would hide weapons that don't also do EMP damage.
This would also include a searchbox - when you click on a hardpoint, you can immediately start typing to filter weapons by name.

9
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« on: February 23, 2023, 07:47:13 AM »
When mousing over one the Synchrotron hullmods (whichever appears first in the list), my game CTD's:
Code
166791 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.SUSynchrotonCoreUpgrades.addPostDescriptionSection(SUSynchrotonCoreUpgrades.java:192)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

10
Mods / Re: [0.8.1a] DynaSector 1.4.7
« on: April 06, 2022, 03:22:56 AM »
Some things I want to say (its 03:30 ish here at the moment so sorry if this is a bit disjointed):

This mod was from my perspective one of my fundamental game-enhancement mods. It was fairly clear, easy-ish to tell when it was doing something and made my experience really fun when I had the compatible faction mods installed.

The *feel* of DynaSector is not something I have seen/had since I stopped playing with it, even to this day. Similar features to what it had are supposedly spread through current mods that are out and I have played with, but I have yet to feel like I'm playing with DynaSector again, even with some very similar vanilla features available.

As someone who has been around a bit, this mod in particular spiced up the experience for me, and sometimes I want to go back to 0.7/0.8 to play with it, but there's just too many features lost from newer versions for me to feel like I would comparatively enjoy the old versions now.

I guess what I am trying to say is I feel there is a hole that DynaSector used to occupy in the modding niches, one that hasn't been filled since its absence. Recently people have said stuff like 'oh everything DynaSector did is being done by mods or vanilla now anyway' but honestly none of those mods (and I have tried most of the relevant ones to my experience with DynaSector) (though vanilla in my opinion has made some strides in this), seem to make the sector feel quite as alive as DynaSector did years ago.


Thank you Dark.Revenant for making this gem of a mod. I know its a fair few years later, but I hope you're proud of what you accomplished with it. :)

I agree overall. The thing I miss most is the diversity of NPC loadouts - currently they're all more or less homogenous with their own faction. The player's allowed to take what they want from wherever, but not NPCs for some reason. This sorta makes sense for the more doctrinally strict factions (and not so much for the likes of pirates and independents) - but even then, it'd be nice to see a few non-faction weapons amongst enemy fleets every now and then.

It'd be nice to see ships and weapons sold in open/black-markets, that don't originate from the faction operating it - giving the impression that other fleets are out there selling their loot, and giving the player a little more access to equipment they wouldn't otherwise be able to due to commission locks.

11
Suggestions / Re: Simplified target info
« on: April 06, 2022, 01:06:25 AM »
So I'm being clear, the suggestion is for weapon, target, name etc. information to be hidden - not removed - with a button-press, toggle and/or option to show it all again.

12
Suggestions / Re: Simplified target info
« on: April 05, 2022, 06:10:53 AM »
Added a screenshot for illustration purposes
what extraneous information is even shown?

Honestly, everything that isn't shown when mousing over a non-target ship, it's all easy enough to intuit. And for when that information is relevant and needed, you'd still be able to access it. It'd just be hidden (by default) until the player wants to see it. This could be a toggle in options, in addition to a hotkey.

13
Suggestions / Show/hide extended target info
« on: April 05, 2022, 04:47:37 AM »
The information presented about a targeted ship can be a bit much - taking a lot of screen-space, obscuring and distracting from other elements of the battle. Much of it's superfluous.

The suggestion:
When targeting a ship, the bare minimum info is displayed; Hull, Flux, CR and the armour readout - and an officer icon, if applicable.
Pressing a button (toggle or hold) - or a toggle in game options - shows the extended target info.

[attachment deleted by admin]

14
Having the ships in your fleet isn't the same as deploying them in combat though. By the end-game, frigates are pretty disposable - but generally, because of the fleet cap, you can't fly around with a large reserve of them - unless your fleet is mostly frigates, which generally isn't an optimal choice. The combat map can still have a strict limit of ships deployed simultaneously, without the surplus having to be left at home.

15
General Discussion / Re: How do we balance fighter spam?
« on: March 02, 2021, 09:51:49 AM »
Reiterating my suggestions on the fighter issue:

Give fighters an evasion rate - meaning projectiles fired from non-fighters will pass through more often. Anything targeting fighter specifically would be guaranteed hits (as long as the projectile connects), ditto with splash-damage. This means you won't get fighters constantly blocking high-power single-shots.
In turn, reduce fighters' health/armour/shields

Reduce non-bomber damage vs normal ships to 25%, meaning fighter fighters are just that and not very useful for much else except as fodder.

Allow PD (and maybe small) weapons to pass through friendly ships and wreckage to hit targeted fighters, since the fighters can fire from behind an enemy ship to hit another, or hover above a ship/wreck to become essentially invulnerable for a time.

Make fighter wings have to dock to replenish their wing, instead of being constantly reinforced.

Tie replacement rate and the carriers' CR together; each fighter replaced costs CR - making attrition much more dangerous for carrier-based fleets, and enabling the neutralisation of fighters/their carriers by simply destroying a lot of them.

Pages: [1] 2 3 ... 21