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Messages - SatchelCharge

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31
Agree, I've tried to pause the game for this reason too. I know you can go to the Intel screen and look but.... still.

32
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 05, 2014, 12:16:23 PM »
Exactly   :)   Something subtle like that to go along with little heat bars at the bottom of the combat screen... they could be red instead of the green color we have for weapon-cooldown bars

33
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 05, 2014, 11:30:54 AM »

Suggested fix:  force all of the player's fleet to be deployed, up to X DP, and do not allow reinforcements.  The whole concept of reinforcement in a space battle never made a lot of sense; instead, just force the player to decide what ships are possibly going to get killed and force them to deal with it.  That means no more endless-frigate nonsense, but it'd mean real changes would have to be made to how Command Points worked.

It would really change the game, but I would be very on board with having both sides forced to deploy all ships, with NO max fleet size. Its always bugged me that civilian ships are never in danger - raiding civilians is effectively impossible when the AI has any combat ships left. They can hide on the edges, or try and stay on the opposite side of the players ships from their escorts, or whatever. Of course, the civilian ships could just retreat at the start of the battle, so I guess some other change would be needed.

This totally makes sense but it seems like it would comprehensively change the flow of battles and require a partial AI rewrite... and open up new avenues of AI abuse.

I agree that the loss of ammunition from ballistic weapons is a big thematic hit - and also agree that they need to have ammunition that's not a long-term limit.  Short term, however... I'd like to see ballistic weapons that have limited ammunition and ammunition regeneration, with the expanded magazines hull mod increasing both capacity and regen - some of the smaller ballistic weapons (and especially point defense weapons) with the hull mod should just never run out of ammunition, while weapons that are currently very ammo-limited (gauss cannon, for example) would still be able to run short for a bit in heavy combat.

I'd also like to see reloading for ballistics happening in chunks - this isn't the "clip reload" mechanic you (rightly) disapprove of, just a cosmetic thing: instead of regenerating one shot every second (for example), have it regenerate 10 shots all at once every 10 seconds - especially important for theme if you have, say, a light machine gun that (with the expanded magazines mod) literally can't run out of ammo; you'd see ammo decreasing until it hit its reload time and then jump back to full.

Actually clip reloading could be implemented even without forced reload button - by having clip automatically filled if particular weapon hasn't fired for reload duration (or double to not make partial reloading too convenient).

Came here to make this type of suggestion. In my mind it would be cooler and more clean to have an 'individual weapon heat' mechanic control this, rather than spaceship-sized 'clips', but it would basically work the same way, so.... just an aesthetic suggestion.

34
Suggestions / Re: More Events: Ideas
« on: December 03, 2014, 04:51:44 PM »
Lots of good ideas in here. As much as I like the current update, food shortage abu$e gets old...

35
Suggestions / Re: The white screen explosions are annoying
« on: December 03, 2014, 04:28:02 PM »
I think it's fine as is. The 'sinking ship' thing is cool and has been acknowledged by Alex as a distant-future improvement with a decent chance of happening, or that's my impression.

If the explosions are bright enough to hurt your eyes then your ambient lighting is far too little and causing eyestrain even when the screen hasn't turned bright. Just saying. Hide a small light behind your monitor... no glare that way, and no more eyestrain

36
Bug Reports & Support / Re: 0.65.1a Strange Intel Behavior
« on: November 14, 2014, 08:32:45 PM »
I must be losing my sanity. I don't remember seeing either of these things until now  :-[

37
Bug Reports & Support / 0.65.1a Strange Intel Behavior
« on: November 14, 2014, 08:21:32 PM »
I've just downloaded and installed some mods, so stop me now if any of them might screw up Intel... but I don't get how they could  ??? ???

- ShaderLib
- LazyLib
- Common Radar
- Version Checker


Two things happened. First, I left Eos and set a course to Corvus. I received no Intel for a long time (1+ week), then suddenly a bunch of Intel happened all at once. Here is a screenshot, and I have a save file if you'd like.

Spoiler
[close]

Second, a month later, I am getting messages about "food shortage relief fleet" arrival at Skathi... but there was never a message about the food shortage to begin with, nor a message about the relief fleet being sent!

Spoiler
[close]

I tried to disable the mods and reload my save... same things happened.

38
Bug Reports & Support / Re: 0.65.1a Variant / Simulation Crash
« on: November 14, 2014, 08:10:05 AM »
Ahh ok. I know we've had variant problems in the past but I thought they'd been fixed for this version... thanks!


e: Actually, I'm the person who first reported this issue. oops!!   :P  ::)

In my old thread, though, it seems like it should be fixed now for 0.65?

http://fractalsoftworks.com/forum/index.php?topic=7630.msg126174

39
Bug Reports & Support / 0.65.1a Variant / Simulation Crash
« on: November 14, 2014, 08:02:32 AM »
My save is no longer able to run a Simulation on any ship - the game crashes immediately. I will send you the save file just in case that helps! I don't have any mods installed. Do let me know if you think of a way I can try to repair my save... no simulation is a bummer.


Code
4565549 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [exported_variant_lasher_3328cbff-a477-401a-adf9-b3185fe11aa9] not found!
java.lang.RuntimeException: Ship hull variant [exported_variant_lasher_3328cbff-a477-401a-adf9-b3185fe11aa9] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.õÔØ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.coreui.refit.M.õÕo000(Unknown Source)
at com.fs.starfarer.coreui.refit.M.OÖo000(Unknown Source)
at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.thisnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.String.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.oO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.String.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.oO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.String.P.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.C.super(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)




[attachment deleted by admin]

40
General Discussion / Re: Trading vs. Fighting.
« on: November 14, 2014, 05:33:20 AM »
...perhaps if you have a very high rep with a faction they could pay you for killing their enemies even when they are not actively posting bounties.

Huh, yea... the Hegemony never post bounty on a TT fleet, or vice-versa.  The TT never post a bounty on the Ludds... surely you are right, after a certain rep level these bounties should become an option.

e: they can justify it by accusing the enemy fleet of war crimes or some other such terror   ;)

41
General Discussion / Re: Setting AI?
« on: November 13, 2014, 02:22:54 PM »
My biggest gripe is actually that the ECCM hullmod is too expensive to put both that and larger racks on - considering its a level 7 tech in a tree dedicated solely to missiles it would be nice to be able to use it more. Eh, minor thing.

I'm with you there, definitely.

42
General Discussion / Re: UI is way too obtuse
« on: November 13, 2014, 06:21:07 AM »
My gripes with the UI are far and few between. It works very well considering the amount of data we get from it. The mouse-over + F1 tips are great.... play for 5 hours, 6 hours, and your eyes are trained to every part.

43
General Discussion / Re: Game is way too complex
« on: November 10, 2014, 02:34:09 PM »
Isn't this learning process a big part of the "fun"?

I believe it is. I also have been playing Starsector since before the name change, and between many hours spent playing and reading these forums I had the game largely figured out (though I don't consider myself an 'expert' player.)

This update was rather daunting. The economy was frightening at first and then slightly disappointing when I, like many others, realized that it didn't really matter if I sold my pile of 100 ingots for $20/unit or $60/unit. At least not past the very early game. It's just gravy, not a serious way to make money. It adds a wonderful layer depth and atmosphere, but it's not quite there yet if the player is encouraged most simply to take advantage of a monthly food shortage between bounty-hunts.

A lot is being done right. Alex never makes terrible design decisions and the fact that a learning curve is there even on individual features he adds is (to me) a great sign and, I've already said, quite atmospheric when polished up. You said it well Andy, I suppose I'm just paraphrasing.

44
General Discussion / Re: What use do you get out of the Black Market?
« on: November 08, 2014, 11:22:32 AM »
Oh wow I didn't realize it could get that bad buying bigger weapons / ships. Brutal.

e: what's the logic for such a harsh blow, buying two weapons? It makes you a terrorist?

45
Suggestions / Re: Some new game options are pointless!
« on: November 08, 2014, 11:00:36 AM »
More money is worthless because everything you want to buy to fight better requires positive reputation (which player does not have at first) to unlock.  Player must survive several fights to get to that point, more than in previous versions.  For example, I want a Lasher or two to help fight.  What? Only neutral? Sorry kid, go get a Hermes instead.

The 'money' option is bad yes but it's real easy to find a lasher on the black market...

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