Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - Althaea

Pages: [1] 2 3 ... 6
1
General Discussion / Re: Favorite tech level?
« on: September 15, 2019, 04:06:52 AM »
I may be overestimating the usefulness of the base model. Personally I've only ever really used the Pirate variant, which I find can pull their weight just fine up to the point where you're constantly fighting Remnant Ordos. Their role is indeed to first deal with lighter targets and then to gang up on heavier ones.

2
General Discussion / Re: Favorite tech level?
« on: September 15, 2019, 01:33:21 AM »
Never understood the Shrike.  Why would I use one of those when a Tempest has almost 3x the firepower and more than double the speed?  Since the Odyssey has effectively the same speed as the Shrike, between the two there's really no role left over for the Shrike to fill.

The Medium Missile slot. It also has better flux stats and more ordinance points to play with, and also better range due to being a destroyer. It's generally more survivable and can stay in the fight for longer (this one is big: the Shrike has nearly twice the endurance of the Tempest). Overall I'd agree that the Tempest is better, but that's because the Tempest is very good, nothing to do with the Shrike being bad. And obviously, compared to an Odyssey, it's a fifth of the deployment points.

(The pirate version of the Shrike also has a ballistic slot that's incredible to mount a railgun in, but that's cheating.)

3
Suggestions / Re: BACK TO THE EXPANSION ERA
« on: September 13, 2019, 12:04:10 AM »
Well, the low-tech/midline/high-tech naming scheme does have the advantage of being evocative and easy to remember, which is why it was widely used by the community in previous patches. The ships look and feel the part, even if technically they're all part of the same tech-level. (For "true" low-tech, you have to look at Derelicts, not Enforcers or Onslaughts or even Hounds. And even Derelicts often have access to weapons they theoretically really shouldn't have, like advanced torpedoes.)

I really wouldn't mind if at least the Blueprint packages were renamed according to the old scheme, though. And even if low-tech/midline/high-tech makes for good short-hand, there's no reason why the Mastery/Core/Expansion epochs/design doctrines can't be mentioned in descriptions, the way the Cruiser School still is.

4
General Discussion / Re: No Odyssey in faction fleets
« on: September 11, 2019, 02:58:01 PM »
SWP adds it. In vanilla, PL just doesn't know Odysseys and can't spawn them.

Ah. I did think it was a bit odd that the mostly-mid-line (/w high-tech frigates) faction had so many high-tech capital ships.

5
General Discussion / Re: No Odyssey in faction fleets
« on: September 11, 2019, 05:03:30 AM »
Very frequently in Persean League fleets.

6
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: August 29, 2019, 12:02:29 PM »
  • what type of foods do people eat kind of curious what you think the majority of people eat.

  • Food on ships would tend to be pretty basic fare intended for very long shelf-life. (And I had some notion of growing high-protein genmod fungus in vats but not sure if I slipped that into a description anywhere.)

While I don't think the details are really spelled out anywhere, it's worth noting that most stations, ships and even planets in the sector do not grow their own food. (There are lots of inhabited planets in the core, but very few of them are conventionally "habitable".)

If the description of the "food" commodity item in the game is indicative, that implies that the vast majority of food is made with a long shelf-life in mind. Commercially produced food is largely certified to have a minimum shelf life of five years. Also, you can loot perfectly good food off of derelicts. If this is to be taken as canonical and not merely for the sake of having more varied loot, this indicates that "five years" is a lower bound, not an upper one.

If this food resembles anything we are familiar with today - which seems likely given the existence of "bread basket" worlds -, it would resemble the stuff used in military, survival and emergency rations. This could indicate a surprising variety in terms of ingredients and taste, though the distinctions in texture and shape of the food wouldn't be as varied, as I'm guessing it would usually be heavily processed and chopped into small chunks. Most people in the sector are more likely to be accustomed to dried apple and banana chips as opposed to the fresh fruit. Chocolate preserves really well and can be consumed in various ways and is probably the most common treat in the sector.

Meat is probably a rarity, and David said as much already. We know Volturnian lobsters are a delicacy across the sector, but they're presumably far too expensive for the average person or family to afford, except maybe on special occasions. So most protein for most people probably comes from pulses and beans, with nuts being another useful source.

As far as drinks go... We know (from the descriptions of bars in Tri-Tach space) that rich people drink fancy cocktails, still. Beyond that, ordinary alcohol (particularly in distilled forms similar to moonshine, made from potatoes or rice or some other widely-eaten staple crop), tea, and coffee are probably all widely available. Dairy products might exist but would probably be uncommon for the same reason meat is - if anyone's adding creamer to their coffee, it's probably made from oats or soy or something like that. Ice cream? Probably made from rice. It's probably a safe rule of thumb that any kind of animal product is most commonly replaced with a purely plant-based substitute.

Fresh produce (such as aforementioned fresh apples and bananas), fluffy bread, dairy etc. could be a lot more accessible on the breadbasket planets. Since those are controlled by the Luddites, that might well be a large part of the Luddic appeal.

This is all speculation, of course, but that's the kind of feel I get from the world of the game as has been presented to us so far? It's two-hundred years after the Collapse. Terraforming isn't really a thing people do anymore, and probably most people spend their entire lives in pressurized rooms.

7
Bug Reports & Support / Re: Randomly Slow Battle speed
« on: August 29, 2019, 10:01:16 AM »
Do you have Herons in your fleet? (Or, if using mods, something like the Vortex from S&WP?)

I've experienced drops from 60->8 FPS when carriers use abilities that affect their fighters, like the Heron's targeting feed (or the Vortex' time acceleration - notably, the Scarab's similar time acceleration doesn't cause slowdowns). I might post a thread on my own later, but I'm feeling lazy right now.

8
General Discussion / Re: Independents mechanics in general
« on: August 24, 2019, 01:23:09 AM »
Smugglers are people, too. Kill traders for just trying to get by and yeah, all those other people just trying to get by in whatever ways they can might be upset. Is that strange?

Remember, this is a post-apocalyptic setting. The main difference between a legitimate trader and a smuggler is one bad day.

9
Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 13, 2018, 04:19:41 AM »
Dare I say that Starsector is going towards the status of feature complete?

I mean, the version numbers aren't decorative.  :P

10
You remember falsely, unless previous versions of the game were different.

Markets have a list of things that they can sell which varies from month-to-month. The value of the stuff they sell and what you can find on the black market is primarily influenced by the market's owner, Size and Stability. Size and owner cannot be changed at the moment and it is very hard to boost stability.

The markets refresh every now and then (once every 10 days or once a month, don't remember which) and generate a new inventory. Getting the stuff you want is a matter of going to the right markets and being lucky. And of course you can only reliably find military-grade ships on worlds marked as being "(Military)", or on the black markets of prosperous worlds.

If you want higher-end gear, the bigger Hegemony, Tri-Tachyon and Persean League Military worlds are your best bet. If you want high-end gear without taking a commission, the independent military markets in the Askonia system and the home system of the Luddic Church (I forget the name) are your best bet.

11
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.5.0
« on: January 01, 2018, 11:01:06 AM »
Speaking of which... Minor bug report: I suspect the "player_npc.faction" file is supposed to be more-or-less a copy of the "independent.faction" file, but if so you've forgotten to update it in the last couple of releases. The only differences I'm seeing are four Striker variants and a different rarity for the Condor.

12
Yep.

13
Had a similar issue, wasn't playing the tutorial and the error was a bit inconsistent which I figure is probably because the tutorial would always be processing messages at that point where this might not be the case in the sandbox. But setting the option to false helped. So thanks!

I noticed, however, that the comment given in the config file was a bit misleading.

Quote
   "processMessagesWhileSavingOrLoading":true, # might work around graphics driver crashes while saving/loading game]

Makes it sound like having it set to "true" is the workaround while the workaround is setting it to "false."

14
Blog Posts / Re: Colony Management
« on: December 25, 2017, 10:27:12 AM »
Some personal input on combat skills: they are more viable than a lot of players give them credit for. To me, the difference between flying a ship with no skills and with even just a few points invested in Combat is fairly noticeable. It's not that I'm looking to solo enemy fleets or neglect the rest of the fleet in favor of my flagship. Rather, Combat helps me dive into the thick of battle and direct its flow, protecting allied ships and killing enemy ones quicker and more easily. However, the game can be quite punishing to the reckless. I would speculate that a large part of Combat's reputation is that new players tend to get bitten badly while trying it, as a bunch of major stat boosts won't keep a new player from fluxing out their Wolf on kinetic damage and being annihilated by harpoons, while more experienced players who understand the game better tend to go for more optimal builds, which a combination of leadership/technology certainly is.

I certainly think a change to the skills system is warranted. I'd been wondering whether I should post a thread in the Suggestions forum about perhaps reducing the level cap to 30 while giving 2 points per level instead (which might also help with the whole "aptitude point" empty levels thing, if that's desireable). Nearly halving the number of skills in each aptitude while making each skill stronger amounts to something fairly similar, though.

I like the notion of "masteries", or something of the sort. Something like, a fleet commander who used to be (and still is) an excellent captain can make use of that knowledge to revise fleet SOP or train his subordinates and their crews accordingly?

15
Bug Reports & Support / Re: Infinite Gamma Cores 0.8.1a Bug
« on: December 21, 2017, 04:42:57 AM »
For ages I thought it was because their fleet was too small or something like that. There should probably be a tool- or hot-tip (if there isn't already and I've just completely missed it).

Pages: [1] 2 3 ... 6