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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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1
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 06, 2022, 10:33:00 AM »
The legend returns! Installing the mod right the hell NOW.

2
Bonnethead (LP) needs a buff? Seriously, I can't find a reason to use LP version over a normal one with SO even when restored. (no assault chainguns, 25 vs 23 DP, 25 less OP with SO, very limited missile supply, same ship system... or maybe I'm just missing something very obvious hidden in plain sight)

Great mod btw, Bonnethead is super cool and fun to fly.

3
General Discussion / Re: Remnant fights?
« on: April 09, 2021, 04:25:43 PM »
Well, at least there are some ships without officers.

4
General Discussion / Re: Your favorite mod ship
« on: April 09, 2021, 04:23:01 PM »
Colossus Mk XIV for sure (Vayra probably). If you thought drover spam was filthy you haven't tried Colossus Mk XIV spam.

5
I found 2 already, but probably just got lucky. One in high danger remnant system and the other in a normal unexplored system, both in mining stations


[attachment deleted by admin]

7
General Discussion / Re: Is producing 4 organs even possible?
« on: April 09, 2021, 04:47:59 AM »
I wonder if you decivilize and recolonize that world will it still have cryosleeper Edit: I meant cryosanctum.

8
Kill them in hyperspace with transponder off

9
Mods / Re: [0.95a] Roider Union 1.2.1b
« on: April 08, 2021, 03:10:07 PM »
Hello! Reporting a crash when starting a new game (0.95-RC12). Had to disable the mod for now.

Code
199256 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
199323 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates
199413 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
199458 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
199743 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getInnerRadius(BaseThemeGenerator.java:1204)
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocations(BaseThemeGenerator.java:785)
at scripts.campaign.fleets.Roider_MinerManager.pickLocation(Roider_MinerManager.java:195)
at scripts.campaign.fleets.Roider_MinerManager.advance(Roider_MinerManager.java:128)
at scripts.campaign.econ.Roider_Dives.advance(Roider_Dives.java:103)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(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)
199861 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
199862 [Thread-9] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]

10
Suggestions / Re: Radical Neutrino Detector revamp
« on: April 08, 2021, 08:32:41 AM »
I personally like the idea of infinite-range detector using volatiles. It needs a buff though. How about guaranteed no false positives after, say, 5 volatiles spent in one system? Clearly the fleet should have experienced nav officers who can find 'true' signals given time.

11
General Discussion / Re: The game became too hard
« on: April 07, 2021, 11:31:03 AM »
also whats the xp bonus for hiring the mercs? if you get 100% there is a huge refund.
When you first hire them it's 100% but when you prolong the contract it's 0%.

12
General Discussion / Re: The game became too hard
« on: April 07, 2021, 04:47:42 AM »
Dark Souls was just for example sake. You get the idea. Anyway, I tried messing with settings.json and found this line:
Code
"maxOfficersInAIFleet":10, # should match what a max-skill player can get
So it is a bug. Hope it gets fixed soon.

13
General Discussion / Re: The game became too hard
« on: April 07, 2021, 03:55:06 AM »
merc officers. lots of merc officers.

Come on, I can't earn 10 story points a year just to keep up with AI fleets. And even if I can I don't want Starsector to become my second job. Games should be fun, not frustrating. And even if some people like frustrating, Dark Souls exists.

14
General Discussion / Re: The game became too hard
« on: April 06, 2021, 09:43:22 AM »
All I'm saying is that it'd be nice to have a point in the game where the struggle finally ends, you're happy and then start a new game with a fleet composition you haven't tried before.

15
General Discussion / The game became too hard
« on: April 06, 2021, 09:17:51 AM »
Just to clarify - I finished the story, defeated the Doritos (twice) and cleared a couple of high danger remnant systems.

I run a high tech fleet with Paragons, Odysseys, Dooms and Tempests with an occasional Heron/Afflictor.

My biggest problem is with enemy officers - not only they reduce your DP to 160 but they also greatly improve survivability of smaller ships and with carriers not nearly as strong as in the previous patch you can't get rid of them quickly. That way my capitals are always distracted and can't focus on larger ships. Smaller ships then surround my larger ships and I'm dead.

I also tried to focus on Tempests / Medusas rather than capitals, but to win I had to capture and hold all the map points which proved to be very difficult with late game fleets as they just moved to comm relay in one big deathball, I couldn't stop them, lost the point, they deployed more ships and overwhelmed my fleet.

So the strategy I came up with is to deploy Paragon to tank, Odyssey to flank, Doom to finish off and as many Tempests/Herons to distract smaller ships. This requires a lot of micromanagement but usually it works. The problem is - with all that effort I started avoiding fighting some enemies like factions' expedition fleets. One hegemony fleet spawned with 4 capitals and 21 officers, so it took me 3 tries before I beat it with 2 Paragons and 2 Herons.

So IMO the difficulty in the late game should be lowered to bring back the joy of putting together a very powerful end game fleet, because now even 3 S-mods and spoiler weapons are not enough to do it.


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