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Messages - Scorpixel

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151
One more option: saturation bombardment removing decivilized.
That should add the pollution condition in return.

What? Pollution is a flat 25% hasard, while de-civilised has both that and a pop growth linked to it.
Why would anyone sat bomb a planet for an objectively worse status?

Having both growth buff and hasard/stability debuff slowing down with pop size seems the most reasonable situation.

Edit: Oh my that's impressive, posted this one minute after the author already realised that, my bad x)

152
General Discussion / Re: Raids make little sense
« on: November 06, 2019, 04:04:04 AM »
Now that you are saying that, it is true that the part of "surrender your goods or die" is currently lacking, as it's actually "die and surrender your goods once they're half-pulverised in space".

However the player is still most likely to always take the fight, even then that would be a nice way to deal with convoy raiding, i mean when you hear a cargo ship is full of volatiles your first reaction shouldn't be
"Let's blow it up and hope there is some left after that"
but rather
"Let's hijack it, either the faction wont want to put-up with a shortage and pay or we'll resell it elsewhere to either their enemy or the black market, however they'll probably dislike that even more"

As for the redacted, they're certainly the best suited as a menace for when colonies are established outside of the core worlds, that could be good enough of a reason(coupled with core rivals waiting for opportunities) as to why the main factions do not want to invest large amount of ressources into promising territory so easily.

Lastly, that's good citizen, the Emperor Hegemony is proud of you.

153
General Discussion / Re: self sufficient player owned system
« on: November 05, 2019, 01:06:29 AM »
probably a bit late but just showing up in a system you haven't been in in a while and turning your transponder off (before you enter) should make them unable to identify you
you can turn your transponder off in your own system and your patrols won't challenge you...even then any factions that raid you will give a -5 hit regardless of being able to ID you. i tested at least three times, there's no way to avoid it (hell, you can even let your own navy handle it and the same -5)

even tried interdicting the raid fleet as they jumped into hyperspace enroute, running dark, and still the -5

They also won't give up, you can guard your entry point in hyperspace and they will wait days after days until you leave so they can jump in. Even when two of them end-up killing each-other i'm somehow the one responsible?

154
Suggestions / Re: Autofit Warnings
« on: November 02, 2019, 09:58:54 PM »
Well unless you're trying to give an overdriven hammerhead to a cautious AI it's hard to go THAT bad with autofits.

While it is true that even with "use better stuff" turned on the game will sometimes still want to put talons/piranhas/broadswords over sparks and daggers, and this may not necessarily be optimal for your situation, it still works well in most cases (when your warships haven't been covered in burst PD and thus have the venting power of a grandma with pneumonia).

After all autofit is here to give good-enough stuff for newcomers to learn the bases before having to fiddle with yet more content. Where would be the fun if the best designs were a click away from the get-go?
And anyways most people will end-up either reading guides or putting the dakka they like until their aberration somehow works (all hail kinetic-emp spam, long may the enemy spin uncontrollably).

155
Oh that, it's true that having to visit the edges of the map from the get go for exploration missions (or bounties with 3 hounds and a Mule) when there is so much available right next to the core worlds (including potential colonies with high accessibility) is not really encouraging.

I wonder how many people flat-out ignore these until midgame and go "oh there's a quest here, i'll explore in this direction today"

156
I think that hostile biosphere in planet attributes means there are aliens. Although, it is highly doubtful that anything on a space station can survive 200 years after being abandoned.

You underestimate the giant alien spider's power!

And yes those events are quite standard, nothing bad really just annoying for early/midgame when you don't always have a lot of crew surplus and 100+ machinery to salvage everything in sight, the "get marines with you when exploring" could get quite infuriating however if it was the only event requiring them.

It is true that more uses for marines other than yarr'ing core worlds of their stuff would be interesting in the future, but since they are an unimportant aspect of the game it is really just topping on the cake once finished.

157
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: November 02, 2019, 01:03:18 AM »
I figured out the answer to my previous question. I didn't realize the newly built ship hulls had been added, since they didn't have any special designation and appeared broken at first glance.

New question.......... how do I tell what day/month it is ingame, and how long until my next income drop, end of the month colony costs, and so on? I have looked for but couldn't find an indicator for the ingame date anywhere.

Isn't that always in the top left corner? The "date" with a progression bar, and "month" "day" just below? Also Cycle is the year, the game starting at cycle 206, the beginning of the cycle being the great collapse.

Income results arrive the first of each month.

158
Suggestions / Re: Having an issue with the combat camera.
« on: November 01, 2019, 08:58:44 PM »
Glad to know others are having the same playstyle^^

Honestly it's not a big issue to have the view at the bottom of the map, learning to press F again instead of tab comes rapidly, and you can always "take command" of any ship during the battle and leave it on autopilot.

It's very handy as you can use it to instantly correct the behaviour of ships like forcing them to back-off and vent or unleash their missiles/focus an enemy/activate it's special, also works as "free" actions if you can't spare command points!

Until now the AI does good in the standard battle situation as long as you give them objectives and update them when needed, only warning: timid, cautious and reckless officiers are a pain, steady on ships that are too dependent/fragile to be isolated/exposed and aggressive on everything else.

159
General Discussion / Re: self sufficient player owned system
« on: November 01, 2019, 04:11:10 PM »
Well the major problem with endgame is that npc factions do not evolve at all, Chicomoztoc aka the only Vanilla size 8 world (which could mean as much as half the entire core worlds population) gets permadunked by raids from everyone as it doesn't even have a military base (and even then then i'd like to see it stop nine fleets filled to the brim with battleships and supercarriers, or even regular pirate fleets).

The defence just doesn't follow the power scaling at all, which is why it's either the end of civilisation by the swarm in vanilla, markets changing ownership every ten seconds in Nex, or the player being able to either raze or annex the entire sector by the time he's able to destroy a level 3 station.

One exception: Sindria with concentrated forces in their one system along the unique Lion's Guard building (same case with the ninth battlegroup mod minus the special infrastructure), they tend to survive quite longer than everyone else.


160
General Discussion / Re: self sufficient player owned system
« on: October 30, 2019, 07:56:09 PM »
A failed expedition/raid/invasion(Nex mod) will always worsen the relationship by 5, and defeating the fleet(s) yourself pile up with it i you do it through multiple separate battles.

Your relations will dive pretty hard, and the only ways to get them back up in Vanilla being either system bounties or drowning them in AI cores it can be pretty grinding.
If Nex you at least get prisoners and agents to raise relations for cheap

But it's still ridiculous "How dare you defend yourself?!"

161
Suggestions / Re: Luddic Path Cells rework?
« on: October 30, 2019, 07:09:23 AM »
Maybe a "security fundings" slider that would be proportionally costlier towards the maximum allowance/colony size?

As in (for example, not literally and not with those numbers) ten guards can reduce risk by 50%, but twenty wont make your facilities danger-proof.
I know it's basically drifting more and more toward Vicky 2 but hey ^^

And yes military operations should both increase resistance and interest, free port has currently no real reason to not be used outside luddic and hegemony giving the angry eye (get in line with the others that want me dead, as in absolutely everyone) so maybe by making you not exactly want to risk your industrial worlds?

Oh and i forgot, something need to be done about AI worlds, their stability can dive so low that they would be permanently crippled by the pathers.

162
Suggestions / Re: Please add high-tech freighters and tankers
« on: October 30, 2019, 06:55:16 AM »
Does the Buffalo(A) count? As far as Vanilla civies go it's the best ship around with a built-in militarised.
Add insulated engines + sensors and you get the closest thing to a stealth cargo.

However it's true that the tanker family is quite sparse, it makes it hard to have themed fleets of midline or high-tech, civilian ships don't exactly need varied choices since the only way for them to enter combat is through a big mistake so them being mostly available through mods is perfectly fine.

But yes stealth and exploration variants would be really welcome (at the cost of reduced holds compared to bare-bones ones of course, with the +2 logistics in consideration) along with the trail and paint to go with it^^

163
General Discussion / Re: Class V 300% hazard planet
« on: October 30, 2019, 06:35:18 AM »
For volatiles it's generally cryovolcanic worlds, the one in the Luddic Path controlled system (with the sky Anchor) tend to be quite valuable unless you did an unlucky roll.
Gas giants are annoying with their high gravity, a good reason to take one is if you have already established colonies orbiting it in order to have one more High command guarding the system  (and even then i tend to give it to my commissioner, yay free market next to me!)

If you can't find any good planet with volatiles it is a great fallback, 150% hazard for +2 volatiles and maybe ruins is an excellent investment that will quickly grow.

164
General Discussion / Re: Battle Tactics
« on: October 29, 2019, 05:22:44 PM »
Yes that is what i was referring to, the full assault button is almost always toggled whenever i want my ships to actually fight the enemy instead of entering into a staring contest. Combined with right clicking the enemy i want to explode by other means than being uncomfortable in face of so many of my ships giving him mean looks.

As for the five little squares yes, set on steady/aggressive because anything else mean either that my frigates commit kamikaze runs or my carriers stay so far away even their fighters cannot reach (i experienced a timid officier once and it was mooore than enough).

Maybe it's because i tend to use smaller ships? Since i rarely make use of more than two capitals per battle even in endgame it could be that the survival instinct of the AI is "that thing fire bullets bigger than my ship, maybe, just maybe, it is a bad idea" any knowledge would be welcome.

165
General Discussion / Re: Battle Tactics
« on: October 29, 2019, 01:52:14 PM »
The AI really is stubborn when it decides to do anything, keeping your ships in check require constant attention like toddlers next to a road.

The best way yet is to give them one or two global objectives (assault/defend a point or random position next to another) regularly change the elimination targets to avoid them diving into the enemy formation in order to try and destroy some hound, make sure none of your large ships is chasing a phase/blink frigate to the ends of the map, etc...
Also a direct "eliminate" order to force them to actually attack, and then "retreat" so that the ship actually fly in he direction that won't result in it exploding.

Biggest issue yet has been frigates, they're way too shy against other frigates. How many times did i watch my wolves tail drams in a chase without ever touching them? (Kites are even worse at it, won't even get into missile range). Or the classic 3 on one where they attack one at a time like it's a power-ranger episode? You're all both individually faster and stronger than him! This ship should have been debris two minutes ago and here i am watching those goofs with full assault and direct kill order losing CR, only winning because the enemy did first!

All my thanks to the mod to force "aggressive" on every ship, also auto-resolve for pursuits is the only way.

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