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

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Topics - Stormy Fairweather

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1
Ye, im using an AMD card. I have a terrible nvidea card i used for testing, and while i get worse performance with the nvidea card, it isnt that much worse. certainly not the drop i would expect using a card with 5% of the oomph of my amd one. which has me looking elsewhere for a more fundamental issue... and i think it is that almost the entire game runs on a single cpu core. i have a 16 core processor, which has good overall power but it means each individual one is weak. and sure enough, every time i check in the performance monitor one core is always maxed out. if i disable that core, a different one goes to 100% and my fps in battles stays around 20. gpu, vram, and ram are all only partially being utilized, which makes me certain the issue is the game trying to run on that one core almost exclusively.

is better multithreading planned for future releases? or am i simply stuck not being able to play this game until and unless i buy a new processor?

2
Suggestions / Correlation between bounty's difficulty and distance
« on: October 08, 2022, 02:50:21 PM »
One thing that drives me absolutely batty about early game is getting bounties you can beat with your starter fleet... that are so far away it would cost more in supplies than you earn. why would i travel 30 LY across the sector for 30k? besides it taking 5m even sped up to get there, it simply isnt practical most times, or even possible many others. low end bounties should spawn without a couple LY of core at most. same with low end explore quests for that matter, give players some options that are without the fuel and supply budget of a baby pilot.

if there is a mod that does this please point me to it.

3
After endless tinkering trying to get my game to run smooth (i get stutters even over 100 fps, and will often drop to 30 in battles which is FAR less smooth than 30 fps SHOULD be, feels more like 5), i have concluded my settings are botched beyond repair and a fresh start is the way to go. just dont want to re install the entire game. huge thanks to whoever helps me out with this

4
General Discussion / Why am i profitably exporting for 0$?
« on: September 26, 2022, 11:37:25 PM »
this colony is making no money, and while i dont have a ton of exports, supposedly i am sending out heavy armaments and machinery. for 0$. if i drop an admin with +1 to output i get export income, albeit too little to even pay his wages. i do have a mod installed that adds extra planetary features, and on this one i have an 'underground network' that locks hazard to 100%, might that be screwing things up? mod seems to work great everywhere else

Spoiler
[close]

5
Suggestions / Game needs an 'Admiral Mode'
« on: September 25, 2022, 04:14:23 AM »
it is fun to take control of a ship and fly it about. and in small battles one skilled pilot can certainly make the difference (i imagine anyway, i suck at piloting XD). however, when multiple capital ships are on the field, and supporting fleets, one individual ship simply doesnt matter that much. if anything, focusing on one can easily cost you the larger battle as you miss the bigger picture and get flanked or somesuch. sure, sure, pausing when opening the tactical view mitigates this, but it is way harder to navigate the field to see what is going on than it needs to be. also i think this mode would make the game a lot more enjoyable to a broader spectrum of people; i imagine there are a lot of people who would love the exploration, empire building, rpg elements, ship tinkering, and everything else but are turned off by the focus in combat on your ship and expectation you are flying it. tbh, if i couldnt set my flagship on auto i would never have actually gotten into the game, because piloting is by far my least favorite aspect of it.

my proposal... an option to start each fight in either captain mode (what we have now), or admiral. and my vision for 'admiral mode' goes something like this.

  • ability to select any of your ships to get the full ship status in the bottom left like you can for what you are piloting
  • ability to target any enemy ship on screen for full info regardless of proximity to your flagship, and without modifying ship behavior
  • ability to pan the camera freely within range of ANY of your ships, without needing to anchor it any specific one
  • faster command point generation or longer command point duration in exchange for not being able to manually pilot for the fight
  • strategies on sliders to change during the battle (with command points), such as overall aggression, retreat hull threshold, and how free to be with limited ammo
  • minimap of the tactical stage
  • option to slow down time to better see the flow of battle (perhaps costing command points)
  • my characters portrait on the ship he is flying in the same style as your captains

edit - shoulda put this in suggestions i guess

6
Suggestions / Option to bypass launcher
« on: September 22, 2022, 07:37:21 AM »
think i may have an idea about why amd gfx card users have issues with this game. when i add the app to my games list, my gfx card software will recognize the launcher, but soon as you start the game adrenaline no longer 'sees' the game. this means my gfx card manager cant manage the gfx card, leading to stutters and terrible performance. is there any simple way to bypass the launcher? and if not, can you consider making one available in an update? i have a strong hunch this would resolve many issues people with amd cards have with the game

7
General Discussion / How to make unique ships unique?
« on: September 16, 2022, 08:19:21 PM »
Got a number of mods running (obviously), and my current issue is that all the unique bounty flagships from junkyard dogs are appearing both as salvageable blueprints and for sale from various planets. which makes them far less interesting. running varya too, since i think that is needed for the unique bounties. but i cant figure out where to disable the blueprints and standard sale availability of these ships. could someone point me to the right file and key lines please?

edit - perhaps a better question would be, how do you make hulls/variants appear randomly in loot and markets, so i can toggle that off for particular ships.

8
Modding / Request - Someone to Adopt Beyond the Sector
« on: June 13, 2021, 12:46:18 AM »
Possibly the coolest mod idea i've seen, but one with a number of bugs and incomplete implementation. and going by months of silence from the author, one that has likely been abandoned. so figured i'd toss the idea out into the nether, see if anyone with some skills hears and is interested.

also, alex, if yer looking to toss in some post end game content; this mod concept lends to functionally endless playability on a single save.

https://fractalsoftworks.com/forum/index.php?topic=20845.0

9
Suggestions / Skill System
« on: June 12, 2021, 09:08:03 PM »
Player skills are all over the place. Some are good for your colony, some for your fighters, some your fleet... and aside from the top row all being for your ship there isnt much in the way of a pattern. and your governers have access to a grand total of THREE of your skills, while captains have access to about 10. it frankly feels quite simplistic, kinda feels like you are pigeon holed into a few select skills, and have very little real variety.

so here is my idea. Three separate skill trees for the player; leadership, piloting, and administration. At each level you get one point for each tree and each tree has a couple skills per tier that you can choose between. Instead of using story point to make some select skills elite, add levels to most skills that can be improved by investing more skill points. Splitting up the current 'group' skills would help fill this tree out, as well as offering more customization control to the player, and would make for a lot more room for adding new skills and skill types. while admin/piloting are self evident; the leadership tree would be for fleet/colony wide effects unique to the player. this would make level ups feel a lot more meaningful, your choices too, and wont have players feeling they are neglecting one aspect of play working on another.

Side thought on captains/admins. i see there being two possible ways to make your officers/admins far for interesting too; first give them full access to the 'tree' that is appropriate for them, or by giving them a skill or two that is set and have them gain levels to improve OTHER stats. for example; an officer with fighter support and impact mitigation, and when they level they gain things like '+5% fire rate' or '-10% supplies used'.

10
General Discussion / Confusion about fleet identity
« on: June 04, 2021, 03:03:12 AM »
Plugged in a variety of mods that provided a bunch of new ships and factions, so been finding myself making contact with various fleets just to scope out some of their ships. Saw a fleet of scavengers with some odd looking ships that got my attention, but when i made contact with em they were suddenly actually pirates and i took the chance to scrap em. welp, after a truly infuriating display of AI being AI (capture that sensor relay? you mean spread out ALL around it, dont cap it, and let yerself get picked off one by one) i opted to save scum and try again.

well. now the fleet is 'actually' independent. and after five reloads they were independent every following time. it's possible this behavior is the result of a mod, though not rightly sure which one...but if this is vanilla, wtf? how do i accurately identify fleets? why can they pretend to be something else? why cant i?

11
i remember their fleets were always tough, but even packing the zigg, a paragon, and my own radiant i cant take out a 2 star fleet with their own radiant without losses. their ships feel like rocks to my fleet of twigs.

12
Bug Reports & Support (modded) / Combat speed up glitch
« on: May 31, 2021, 09:52:31 PM »
Had this happen a few times, sometimes when i call in reinforcements the entire battle speeds up by i think double. i DO have the 'speedup' mod installed, but i only use that to disable bullet time when i auto my phasing flagship. actually deleted every other line from the settings ini so im pretty sure that isnt the cause. though... i dont recall it happening before so it may be.

13
Suggestions / Make comms more engaging
« on: May 31, 2021, 07:39:27 PM »
outside of events, there is no point to comms at all. talking to pirates, traders, explorers, ANYONE, has no purpose. seems a huge wasted opportunity. couple examples off the top of my head of what could be added; threaten merchant fleets into dropping cargo, blackmail pirates for allowing them to escape, bribing a patrol into 'losing' a ship, buy supplies off a convey... the list of potentials seems endless. seems such a shame. and, oddly, i havent found any mods that expand on this aspect of the game in any meaningful way.

14
General Discussion / Why do my ships never vent?
« on: May 31, 2021, 06:57:51 PM »
I mean, SOMETIMES, they do, but as a general rule even when they are not under threat, and well over half, they simply DO NOT vent. is this because i often put hard shields on my ships? is there anything that i can do to have my ships actually vent?

15
Suggestions / Change 'automate' to 'admiral mode'
« on: May 30, 2021, 05:40:19 PM »
i never pilot my capital ship, always put it on auto. in part because i am lazy, and in part because it is always too easy to cheese ai. and while there are options available to automate yer ship, that appears to be about the only concession to my particular playstyle, which i am almost certain is not unique. i think the folowing tweaks/additions would make the game far more accommodating to admirals.

when yer ship is automated, allow the camera to roam as far as your ships can see. perhaps 'skipping' over voids to avoid having to implement fog of war, rather than locking it to your one ship. (edit - come to think of it, there is no real justification for fog of war in space battles, you would certainly pick em up on yer scanners)
increase max zoom by 50%-100%. i use double myself, and it is about perfect for seeing more of the action.
while automated, allow the player to select their own ships to get information feedback in the bottom left a la yer flagship.
allow us to target enemy vessels the same way, albeit with more limited information
when you dont have any ship selected, provide overall battle data instead, such as ecm ratios and battle progress (mebbe just a slider showing relative deployment)
put yer captain's portrait next to his ship like other officers (petty, but it irks me nonetheless)
make this mode an option when starting battles
have some of the tactical options available outside the tactical screen (such as full assault)
and perhaps a 'theatrical' button that hides the UI.

might be kinda strange that as much as i love the game i prefer to not actually play the part that is considered the primary focus, but organizing and overseeing your forces while having to work around officers that might not respond as well as you like makes it more interesting imo. frustrating as it can be watching your fleet circle AROUND the comm relay rather than capture it, it also adds a level of realism imo. i think a couple of these changes are beyond the scope of modding, so, Alex, if this is ever gonna happen i think it will have to be you guys.

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