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Messages - Fenrir

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31
General Discussion / Re: Why cant I colonise this planet?
« on: February 04, 2024, 04:39:02 AM »
Can we have a sector map view of the system? It's likely the system is inside abyssal hyperspace.

32
Bug Reports & Support (modded) / Bounty fleet timer doesn't expire
« on: February 04, 2024, 02:24:41 AM »
I took a bar bounty mission, barely reached the system within time only to have the fleet nowhere to be found. At first I thought it was just bad luck, but after a few save reloads it started to look weird, especially after I noticed the time left stuck on 1 day instead of expiring as it should. Then I used console commands to investigate and still cannot find it. The game is somewhere lightly to mediocrely modded, I have both the save and mod list.

Spoiler
{"enabledMods": [
  "lw_console",
  "ForceAutoResolve",
  "Imperium",
  "lw_lazylib",
  "leadingPip",
  "lunalib",
  "PickYourShips",
  "pay",
  "portrait_changer",
  "pt_qolpack",
  "rwk", #custom mod that does nothing but add 2 systems
  "speedUp",
  "shaderLib"
]}
[close]

Edit: I found the fleet, but the forever last day issue persists.

33
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 02, 2024, 03:09:31 PM »
Abyssal Deadspace content:

Spoiler
Dunno how I feel about the game overtly telling you how to interact with the Abyssal Light - I think that of all places to "hide" game mechanics, this one would be best? I think the signal officer telling you that interacting with Abyssal Light is considered a bad luck should be enough of a hint
[close]

Hmm, noted.
Spoiler
I do think it works ok since it's yellow small-text and not something in-character, but I also see what you're saying.
[close]
Considering it took me 2 years and a half to find out that
Spoiler
Interdiction pules drives sensor ghosts away
[close]
having relatively clear hints on how to "mess with" abyssal lights in some form can be crucial

34
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 02, 2024, 11:35:15 AM »
[Unrecognizable Joyful noise]

Congrats and most sincere thank you to dev team!

35
I would say they could use a nerf! They are cheap, flux-affordable, packs a punch and can be found anywhere. What else could ask for? You wouldn't need HE against frigates, and Heavy Mortars somewhat reliably hit destroyers with armored mounts, which you also often want on low tech ships anyway.

36
In my opinion if you can afford ten, fifteen high-end frigates, say omen, you already have early/mid game in your whole grasp.

37
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 08, 2024, 03:06:18 PM »

Cruisers are much more resilient to them, whether they can shoot them down or not, it really needs to be timed right to work well (or, again, Pegasus spamming like 12 of them with FMR, which at that point, it *better* have an impact).

It is of course harder to stop than other torpedoes, that's kind of the point. But in my experience, they've been fun both to use and fun to fight against.

I mean, I understand your point in a vacuum! A weapon with no counterplay that just erases ships is probably not great, though there can be some mitigating factors. But it's... not actually like that, outside of the extreme?
I have a Nova build with 4 Dragonfire racks to pin point delete any capital ship on the battle field (except Paragon), using my ship itself as a shield to block off point defense for the torpedoes. Nothing can escape, unless it either kill Nova or is simply tanky as a Paragon.

38
Venture and Apogee, upgrade to an Odyssey as your flagship in later game.

39
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 06, 2024, 03:46:48 PM »
It just came to me that, there is no alternative dialogue for finding [AI-cores-self-deleting-REDACTED] before asked to do so in the last stages of GA mission. The current lines doesn't fit well if you did and can be immersion-breaking.

40
General Discussion / Re: Alex, give us something for New Year!
« on: January 02, 2024, 06:27:23 AM »
Alex says:
In Dev Patch Notes!

41
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 02, 2024, 05:56:10 AM »
See, I thought the dynamic was that Sabot's were more versatile (versions in all slots as opposed to being large only), and could deal much more kinetic damage in bursts. Whereas Squalls do long range shield pressure, something missile focused ships and carriers seem to struggle with otherwise.

That still makes sense! Just, there are other aspects, too; ammo is an absolutely huge consideration for missiles.
Wasn't the tip already present during stage 2(or 3) of Academy missions? Where you were asked to hack [HEGCOM-REDACATED] and #$%D^F&G* mentioned introducing false signals?

42
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 02, 2024, 05:41:21 AM »
I can't wait to catch an abyssal anglerfish to raise as a pet

43
General Discussion / Re: "Fearless" Automated ships
« on: December 30, 2023, 09:43:24 AM »
Fearless generally means taking risky decisions. I've seen my ai ships disengage behind allies to take a break and avoid direct contact in losing scenarios. They take risks but not meaningless risks, and will try to maintain distance if equipped with only long range weapons

44
General Discussion / Re: Why do AI inspections always succeed.
« on: November 04, 2023, 05:23:10 PM »
You'll either have to be hostile to hegemony for the patrol to automatically engage the inspection, or find the inspection in intel screen to set your stance against the inspection. Otherwise, you are by default set to comply with the inspection and result in it succeeds.

45
General Discussion / Re: Ramming Speed!
« on: November 01, 2023, 02:39:35 PM »
Nova can actually deal a decent number by ramming on exposed hull.

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