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Messages - ciago92

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16
General Discussion / Re: Fortune favours the bold?
« on: November 27, 2018, 03:48:03 AM »
I just wanted to see something with heavy flak come along and wipe every fighter from the map there lol

17
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 09:07:49 PM »
P.S.  Found sleeper ship by chance, but the system it was in had no planet worth colonizing.  Sole planet had hazard with 250%, much too high, despite ultrarich ores.  Guess all of those people will sleep even longer.
Yeah, I've found 2 so far.  Both were in a system where there was a single Barren planet with absolutely nothing useful in them.  A bit disappointing.

It'd be great if there was some large project (200 heavy machinery, 1000 crew, 500 supplies, etc) to move the sleeper ship to a system of your choosing/add it to your fleet until you stop at a colony to park it over

18
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 20, 2018, 11:21:08 AM »
Good decision to not wait until .1 to fix these issues!

So far I had a lot of fun with the update, although I find it rather hard to get used to the increased scope of things. Some of the finer points like deployment costs and battle strength of individual ships seem to have lost much of their import, with all the mega scale fleet fighting going on all the time. I have to collect my thoughts on that some more before I can draw any conclusions, though.

Oh, one thing: It's not strictly a bug, but you should probably not have the same bar encounters on your own colonies as you have on foreign planets. I just had to sneak a bunch of marines from my own planet, to avoid the "local authorities". I guess that meant dodging mirrors on my way out?


That's at least partially addressed, as I know when I went to the bar I found a procurement/transport mission that started with "Oh! It's you!" or something to that effect, that they recognized who they were talking to.



also, I have to give props to Megas' "spam salvage debris field until nothing is left" strategy: just found a paragon blueprint on my 4th(!) salvage run of what had been a research station

19
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 19, 2018, 11:45:45 AM »
Minor bug: when talking to a potential new officer, the amount of credits you have on hand isn't updated if you just completed a mission. I dropped off some fuel, got 35k credits, went to hire an officer, and it said I only had 1100. Accept wasn't greyed out so I hit it anyways and it worked fine, just caught me off guard for a second until I remembered I had completed the mission.

20
Bit of a necro here (sorry to everyone excited thinking it's been updated) but I wanted to ask if there were plans to update this for .9, as it was one of my favorite mods recently. Thanks!

21
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 16, 2018, 10:06:46 AM »
Hotlink in the news bar doesn't work

e: Nor does the link in the first post. Did we hug it to death or is stuff behind the scenes changing still?

e2: the buy tab on the main site works

22
Blog Posts / Re: A True and Accurate History of the Persean Sector
« on: August 16, 2017, 10:24:54 AM »
Love all the backstory!

Couple possible minor spelling issues:
"The Teaching: In which Ludd starts spiritual “clubs” for those who “seek galactic redeption”. "
"Similarly, much of Tri-Tachyon’s infrastructure is devasted – or dismantled in the post-war settlement.
"TTS Invincle, Paragon-class battleship"

23
Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 25, 2017, 09:56:22 PM »
(big enough that anti-ship weapons are effective against them)


This just reminded me (and I should probably post this somewhere else but it's super late and I'm exhausted) I've seen REDACTED ships fire plasma cannons at my spark fighters and miss and end up blasting their own ships. AI should probably give extra weight to "allied ships behind this fighter if I miss" when considering firing heavy weapons like that

24
I wonder how many people who voted have only fought the damaged battlestation and not the hero battlestation.

I've only found damaged ones :( even in triple ping systems, can't find a real battlestation....

25
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 29, 2017, 10:04:37 AM »
Strange behavior that might technically be a bug, I'm not sure. Pretty sure I'm the only person that'll ever run into it though haha. I'm playing the same save across two computers thanks to dropbox and editing the VMparams. I start the game and save locally on computer 1, then do the edits to vmparam and copy that save to the dropbox save folder. I then continue playing on computer 2, everything works fine. I save that, and everything's still good. Then I go back to computer 1 the next morning and hit continue, and it pulls the save that's local to the computer. I was able to load the proper save by closing w/o saving and then using "load" instead of "continue", so the vmparams edit worked, but the behavior caught me off guard. Unless it's an easy fix I don't think it's going to come up enough to be worth spending time on, just wanted to give you a heads up.

26
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 28, 2017, 09:00:31 PM »
One thing around fighters and a carrier flagship that I don't think I've seen mentioned (though I could be wrong) is that I'm reasonably sure the fighter targeting system is not working as described. Somewhere in here I believe I saw Alex (or somebody "official" at least) state that fighters attack the ship targeted when given the engage order, and do not change targets if you change the flagship's target until you cycle regroup/engage again. However, I've seen multiple times that changing the target of the flagship does change what the fighters are attacking.

Also a minor QoL improvement, when you first burn into the battlefield I'd request that fighters default to regroup rather than engage. Engage eliminates the flux bonus, and can lead to them zipping off before you're ready if you're not paying attention.

Other than that, still loving everything!! Finally fought my first two <REDACTED>, the first one was a couple frigates and pretty easy (Talons still OP lol) but then I engaged a larger group that brought their own fighters to the party and barely survived the battle. But, thanks to the amazing new mechanics (especially recovering four of the five lost ships) this felt much more like a hard fought victory than a "oh I'm screwed, time to load the last save". Love love love it!!!

27
General Discussion / Re: [Spoilers] Not like this
« on: April 26, 2017, 06:05:53 PM »
Three red pings indicate that the system is full of free supplies, derelict ships, and candy.

Dying....literally!  ;D

28
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 25, 2017, 10:04:24 AM »
Loving the update so far!! Have to second everyone else that the Talons might be a little too strong now, a Drover with two Talons wrecks almost anything the Pirates field below multiple destroyer class fleets. Love love LOVE the salvage mechanics, makes losing a ship so much easier to deal with. On that note, not 100% on some of the combat AI. I had multiple ships engaging a lone Mora and I watched my (D) Falcon (no officer) decide it didn't want to overload (probably 90% flux or so) and instead tanked a Reaper on its front armor. One on one that might be the best decision, but that Falcon had a lot of support. It did survive, but I was not thrilled with the decision making haha! Maybe throw a little weight on "hey my allies can protect me when I overload" when looking at alpha strike level damage? Wouldn't be surprised if it already does and this is just a small quirk of the specific battlefield scenario, but I was very surprised by the decision to (ever) allow a Reaper to land. Thanks again for making such an awesome game!!!

29
Blog Posts / Re: Orbital Stations in Combat
« on: September 23, 2016, 02:22:43 PM »
Good to know about peak effectiveness, you answered the question I was failing to properly ask haha

Wow this update is going to be huge!  :D

Also, in the 1+1=2 category:

Fighters are now ship weapons that can be built in, meaning unique carrier builds with special fighters are possible.

Stations are "ships" in the essential ways.

 ;D ;D ;D ..(Oh right, hype train moderation:)  :)  :)  :)


Alright I have to ask,

any chance of getting a glimpse into the file structure changes? At this point they have to be... well I'd rather not think about it. ha.

I can post something in the modding subforum if there are enough to warrant it, but even things like "removed these columns in wing_data.csv, added these 3 columns for stations in ship_data.csv" and that sort of stuff would help all us excited modders get up to speed quickly


Speaking of 1+1=2....if fighters are ship weapons and bases are fancy ships with range extension, how do fighters work on bases? I love the idea of a hangar base with a bunch (10+) of wings of fighters. I'm assuming they get extreme range, do they get any other benefits?

30
Blog Posts / Re: Orbital Stations in Combat
« on: September 23, 2016, 12:13:11 PM »
Not sure how I feel about CR on the station, but outside of that I'm loving what I'm seeing!

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