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Topics - Gothars

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421
Bug Reports & Support / alternating weapon autofire bug?
« on: October 27, 2012, 12:41:58 PM »
I noticed that alternating fire doesn't seem to work with autofire at all. It behaves just like linked fire, everything shoots simultaneous, even missiles.


If this is no bug but a intentional simplification (auotfire seems to have all weapons in a kind of "independent" mode, could you say it that way?) don't move the thread, just delete or close it, I already made a suggestion about it. I will ad a hint in the manual then.


422
Suggestions / alternating fire changes
« on: October 27, 2012, 11:42:54 AM »
At the moment weapons in alternating fire mode fire regardless of the players aiming. While I find that useful for hardpoints and missile weapons, it prevents me from ever using alternating fire on normal turrets. I would like to, for the enhanced fire frequency. But I just can't because I'm effectively limiting the fire arc to the overlap between my turrets (or waste a ton of flux).
Could it not be made so that alternating weapons (that are no missiles) on turrets fire only when the player aiming is within their arc?

Or did I miss any function the current behavior could have?


Another thing I noticed is that alternating fire doesn't seem to work for autofire at all. It behaves just like linked fire, everything shoots simultaneous, even missiles. Might even be a bug.
Cleared up:
Quote from: Alex
Right, yes - weapons in autofire mode function independently. Did see the suggestion, btw - will give it some thought.


423
Lore, Fan Media & Fiction / Ghost
« on: October 27, 2012, 11:05:39 AM »
Ghost

Chapter 1
Spoiler
Maria touched the wall. It had to be here somewhere. She splayed out her fingers and went on, sliding her hand across the solid metal, feeling the fine, grainy structure. She was glad that she could still feel it, it was hers. Most of the ship was hers, not everyone had been so lucky. Some had drifted off too far, drifted through the bulkheads and frames, screaming without making a sound. Others went without fear, suffocating in their sleep.  
Taking her left hand to her waist-belt, Maria gently stroked the adjustment panel of her coil. The device weighted heavy on her back, but after all these years she hardly noticed it, it had become part of her body. All these years it had kept her safe.
She stopped when she heard footsteps coming down the corridor ahead of her. They were weird noises, a faint slurping, a muffled splashing. Maria was used to them. She gently stroked Cidro’s hair. “Don’t be afraid, that is just the old Garkey. He won’t harm you, he can’t harm you.” Cidro just looked at her, blinking his wide blue eyes. A man came around the corner, his head lowered, his back bowed deep. His boots were stumbling across the floor, sinking through it, sometimes up to his ankles. He did not seem to care; he sluggishly pulled them out again as if he was walking through mud, not hardened steel. As he approached a wide grin appeared on Maria's face. She always had to grin at people now, she could not help it, she stopped fighting it a long time ago. He passed Maria without taking any notice.
Sometimes Maria wondered if it was just their minds that were disturbed, or if they could really not see her. Maybe it was one way for some, the other way for the rest. They had been a crew of fifteen, brave man and woman, eager to do their duty for the Domain. Now there was nobody left to her, nobody but Cidro. She looked at the boy; his thick black hair shadowed the lines and marks of exhaustion on his face. They were long past anything duty could ever demand.
Maria continued to walk and re-assumed her probing of the wall. She knew it had to be here. If she could not find the hole in time, it would cost her another part of her ever shrinking ship. Already her air was leaking out, ever so slowly, passing through patches of metal and fabric that did not mean a hindrance to it anymore. It was her air, like it was her protein paste coming out of her dispenser, her water in her purifier cycle. She took great care to not let hers go away from her, to let it not become a sacrifice for it, there was already enough of that. So she had to find the hole.

When they first realized their situation, everybody was very professional. Captain Mendez ordered the construction of a great transmitter, sending a distress signal light-years wide through p-space, or whatever the equivalent of light-years was here. Nicholson could have told her, but Nicholson had not been hers for a very long time. Then they turned for the approximate direction of the next civilized system, Exar. Unable to go to Hyperspace, they burned up most of the fuel to accelerate to near light-speed. The hope was that another phase ship would pick up their signal along the road. It was already slim back then, but at least there was still hope.
One year later, the captain was found banging his head against an airlock, again and again, splashing blood across the room. Nobody could stop him, because nobody could touch him. He was the first to die, the first toll.
[close]

Chapter 2
Spoiler

Without warning, her fingertips slipped through. Here it was! Maria pulled her fingers out of the wall, they were tingling. In this fresh cavities there were always some molecules swinging around in her personal layer of p-space, causing unpleasant sensations. At least that made them easier to find. Now she took a rusty bolt, her bolt, and scratched wide circles around the gape, searching for its edges. Then she spread a thin layer of metallic foil across the region and started melting it into the wall, like she had done a thousand times before. “Did I get everything?” she asked Cidro. The boy nodded solemnly. She didn't know what she’d do without him, where she would be now. She could never lose him, never. After giving the patch a last smack Maria turned back to make her way to the camp. It was time to feed Pavlov.
They had made their camp besides the starboard phase coil. It was barely operational, but it was all that kept the ship from disintegrating into a cloud of molecules.  Maria looked at the wide cracks and fissures that covered the huge, tubular machine before her and gulped. “You mustn't blame yourself” said Cidro softly “it could have happened to anyone. “But I do”, thought Maria, “but it happened to me”. 

She had missed her shot. Maria had once been the weapons officer on board, specialized on the delicate handling of the two huge antimatter blasters that made up the main weaponry of the Eurydice. Their mission was to follow hints about illegal weapon deals. A local branch manager of one of the major corporations, Tri-Tachyon, was rumored to make business with some separatist faction.
Everything went well at the beginning. They had tailed the convoy across two systems. Their frigate was no worthy opponent for the Apogee-class cruiser that protected the two Buffalo-class freighters, but their mission was only to observe, to find proof for the black market trading that was supposedly going on. Their phase system and the superior navigation skills of the crew allowed them to follow unnoticed, watching from afar. They were hidden in a nebula, laying still as the convoy finally came to a hold, seemingly waiting for something. The bridge crew was silently celebrating their success after a small fleet of rugged frigates and freighters jumped into the system.
The first ion blast that splattered through the hull was a real surprise.
[close]

Chapter 3
Spoiler

“Open wide!” Maria demanded, guiding a spoon with protein mass in the old man’s mouth wile a grin was frozen in her face. Pavlov had been the second tribute to the p-space. They had have flux-fluctuations in the remaining phase coil for days and he was just beginning another maintenance check when the ground suddenly gave way. He had sunk trough the deck floor, screaming in pain, aghast at his sudden distress. Back then they had known no other option than to amputate. After he had lost his legs, it took not long before his mind was going, too.
Maybe it was his constant closeness to the phase coil where he laid down from that day on that prevented further shifting.  More than slurping up the renewable foot rations and shitting them out again, filling up the bio-molecule storage, was beyond him now, though.
Later Nicholson, the ship’s p-space technician, came up with the portable phase coils that everybody carried around henceforth. Parts of the hull continued to slowly drift into other layers of p-space, but the portable coils were capable to match the exact frequency a hull part was swinging in and tie a person tightly to it.  One could walk around the ship as if it were still whole and connected, as long as there was atmosphere and the coils had no malfunction. And malfunctions they had.
Finishing the meal Maria went to go to the captain’s quarters, one of the few places on the ship that had external windows. The p-space was dark, empty to the human eye except for a faint violet shimmer that seemed to come from nowhere particular. The ship’s doctor, Cayce, had claimed to see hazy beings floating in the outside darkness before he disappeared without a trace. While she could neither see nor really believe in them, the possibility that she was not as alone here gave her some consolidation. It was even worth it to put on a space suit, necessary as the captains quarters were not part of her ship anymore and held no air that her lungs could breathe. If they maybe had a sensor beacon that she could send out, phasing deeper into p-space than any human eye had ever seen, there might be answers to find. But someone of the crew, she had forgotten who, had destroyed all sensor beacons years ago in a fit of mad rage, making "those things" in general responsible for their demise. She could not even blame him, he had good reason to feel that way.
[close]

Chapter 4
Spoiler

It was a sensor drone the Tri-Tachyon cruiser had deployed, armed with an Ion Cannon, which spelled their doom. After they were discovered, the incoming ships of the convoy’s trade partners, some hypocritical anti-technological cult, closed in from all sides. Captain Mendez quickly formed a bold plan to stall the enemy and allow their escape. If they could just blind the Tri-Tachyon cruisers advanced sensors for a minute, they could feint an escape route, phase out and get out of range before their pursuers realized that they had changed course again. All depended on the one antimatter blast that had to hit the sensor bank. The Eurydice maneuvered around the cruiser and managed to approach it from the rear. After their target had slowly turned it shields towards its attacker, the captain ordered phasing. The ionized phase coils wailed, but the ship slipped through its opponent, swiftly turning to face it again when emerging. Maria aimed at the unprotected sensors and fired the blaster. But the ionization had made the controls sluggish; it wasn't until seconds later that the blasters finally gave away their deadly payload. By then the cruiser was out of range. Maria still screamed and pounded at her weapons console when a blazing plasma bolt smashed through the phase coil that was on the edge of shifting them to safety. Instead, it had trapped them in p-space for good.

When Maria got to the wall that sealed off her destination, she began turning the switches on her waist-belt. Over time, Maria had discovered another use for her heavy backpack. If she fine-tuned the coils just right, she could de-sync herself far enough to slip through some parts of the hull while not losing grip with the overall ship. She just had to find the frequency, the exact frequency. It was like finding the signal in one of those trendy retro-style analog radios. Except, now she was the signal, Maria was the program, sending herself trough solid matter. When she finished her adjustments, Cidro stretched his little arms out to her. She took him firmly by the hands and together they stepped through the wall.
They sat side by side on the metal bank that stood in front of the window. Watching it, the never changing emptiness, Maria, as she had done countless times before, contemplated her mistakes and the unlikely fate that had led her to this moment. “You know,” Cidro began, “this ship will still float through space long after we are dead. It will keep sliding on; there is nothing that could stop it. No stars or planets to catch it in their gravity wells, no asteroids it could collide with. It will go on and on towards the edge of space.” Maria watched his face, trying to decide if the thought was troubling him or giving him solace. “I know” she said finally, “there’s nothing out there, but at least we have each other in here, until the end”. Then a violent shudder ran through the hull. They had collided with something.
[close]



Hope you liked it :)  I have the next part outlined, but would like some feedback before writing. I haven't written anything fictional in years, and doing it in English made it really hard.
So, corrections of grammar, formulation, word choice and spelling are very welcome. Style and content comments even more.

424
General Discussion / Starsector - The Manual
« on: October 22, 2012, 08:17:57 AM »


This is a fan made manual! And work in progress!


You can download it here:

PDF (recommended)  Version: V 0.54.1a M0.61
Mirror!


Word (for editing only)

For a quick reference keymap see here.


Its mainly for new  players, but I think it can be helpful as a reference book for everybody :)

I am looking for any kind of help with this project! Everything you can do is appreciated, from pointing out a spelling error over suggestions for changes/additions to writing a new section :)
Just post here or send me a PM.
 

Note: There is also an official (but outdated) manual here.  

425
Suggestions / Better codex scrolling
« on: October 21, 2012, 03:29:57 PM »
Just a tiny suggestion: when in the codex, make it possible to turn to the next codex entry with a button press.

At the moment you have to click on a entry in the list to view it. That makes it bothersome to read multiple articles for comparison. For example, if I want to find all weapons in the strike role I have to aim the cursor and click over 60 times and scroll in between.

I don't care which key, could be arrow keys, could be the wheel or right and left clicking on the entry text for forward/back.

I hope that's easy to implement, would be appreciated.

426
Bug Reports & Support / Phase venting exploit
« on: October 15, 2012, 05:31:00 PM »
If you phase and hover over an object you can vent without dropping the phase. The sound plays but the graphic doesn't show. Enables nice tactics of infinite phasing but I doubt it's intentional :)

427
Suggestions / Make boarding a real choice
« on: October 11, 2012, 12:29:19 PM »
EDIT 2: New Interface Screenshots on Page 4!

EDIT: Further details and clarifications on Page 2!

I think the current boarding system suffers from a major problem: it offers no relevant choice. When it was new, Alex wrote:
Quote
The “board or scrap” choice doesn’t come up all the time, but it does have a cost – the player is likely to lose marines every time they do it, so it has to be an explicit call on their part.

But this choice is not real, because the possible costs involved are negligible. You get 100 marines for 3600 credits. If you capture for example a Medusa class destroyer you are likely to lose about 10 of those marines, or 360 credits. The Medusa sells for 12000 credits! So to not attempt a boarding would almost always be the wrong choice, even if you have so few marines that they are not likely to succeed. And to have few marines is another non-choice because of the huge gap between investment and possible benefit and because many marines guarantee a 100% success rate.


So here’s my suggestion to make boarding a real choice: Presume boarding in Starfarer was executed via ship-to-ship docking, the old fashioned way. The player chooses one of his ships to perform a docking  maneuver on the target ship. The ship will then only be manned by a skeleton crew, all other space is taken by marines (provided enough are available). E.g. a Hammerhead destroyer could carry 50 marines. After docking those marines commence boarding and try to capture the target.
Your causalities and the likeliness of a positive outcome depend on the ratio of marines on the docking ship vs. remaining crew and possible modifiers like character skills, officers, marine experience or even docking ship special properties (think Valkyrie-class Troop Transport).

Possible outcomes:

- The marines successfully overwhelm the crew and the ship is captured. Possible acts of sabotage or malfunction on secondary reactors, airlocks or ammunition depots may lead to explosions on the target and thus to light damage (and crew loss) on the docking ship.

- The marines overwhelm the crew, but the heavy fighting and sabotage have damaged central systems irrevocable. The ship can only be scrapped. Light damage on the docking ship is possible due to the reasons stated above.

-The marines are to few or to weak, they have to retreat and the docking ship has to disengage. Marines have heavy causalities, light damage on the docking ship is likely. The player can make another attempt at boarding.

- The enemy crew activates the self-destruction. The marines don’t manage to defuse it in time, the ship blows up. The marines suffer heavy causalities and the docking ship is severely damaged or even destroyed (depending on relative ship sizes).

- The marines are vastly outnumbered, the enemy crew manages to overrun the airlocks and capture your boarding ship. They escape with it, there’s a new enemy fleet on the campaign screen with that stolen ship. This is only likely to happen if you try to capture f.e. a battle cruiser with a frigate.

Here's a visualization:





This way boarding would be a dangerous undertaking, and the player would really have to consider if a ship is worth the attempt. And even then there's still the choice how much he wants to invest: it is enough to send a frigate, or do you risk damage on your cruiser?

Opinions?

428
Discussions / Star Citizen
« on: October 10, 2012, 01:14:34 PM »


In short, this is THE space action game everybody has been waiting for! From the maker of Wing Commander and Freelancer! High end graphic! Simulation-grade realism! Singleplayer Campaign! Persistent Universe Multiplayer! Joystick and Occulus Rift support!  Only need to raise a few million dollar from the crowd! I'll be damned!

Artikel: http://www.pcgamer.com/previews/star-citizen-preview-the-open-world-space-sim-of-our-dreams/

Website: http://www.robertsspaceindustries.com/


429
Discussions / Clockwork Empire
« on: October 09, 2012, 09:07:02 AM »


Clockwork Empire is Gaslamp Games' (Dungeons of Dredmor) next project, seems it will be a kind of intermediate between Dwarf Fortress and Anno, set in a alternative Victorian era. David Baumgart, Starfarer's graphic artist, is actually art director at Gaslamp Games, so it seems he works on both games parallel. I'm quite exited for this game, could really rekindle my love for constructive strategy. I just hope David still finds enough time to draw up some more cool spaceships for Starfarer :)
 
Here are some bullet points from the website:

- Dynamic, city-building, citizen-simulating action. Every imperial subject has a purpose and agenda of their own, and their interactions are rich, exciting, and often lethal!

- New “procedural extrusion” technology lets you design your colony the way you want! Buildings are procedurally generated and extruded directly from the aether to your specifications!

- Tame the uncharted continents by land, sea, and air! Set forth in mighty Zeppelins to do battle with Sky Pirates, or take to the seas in search of fortune and probably sea serpents!

- Losing is still fun! When your colony fails miserably, earn medals, promotions, and titles as befits a true politician and scion of the Empire!


Dev-Blog: http://www.gaslampgames.com/category/clockwork-empires/

PC Gamer interview and preview.

430
I have a faint memory that this was already reported and that the issue lay with the AI calculating beams as hard-flux damage dealer. But it could not find that report, so better safe than sorry.

I encountered this in normal gameplay, but here's a way to reproduce in the simulator: Take a Paragon and let it be heavily damaged (I used 2 bomber wings). Then spawn a cruiser ( I used a support Dominator) and activate autopilot. The Paragon will keep firing it's ineffective Tachyon Lances, but will never attempt to get the cruiser in range of it's other weapons. So the fight does not end.

This could also be related to AI personalities, but I have no way to test that.


e/ Sidenote: The autopilot wins the mission Forlorn Hope with a standard outfit.



431
Suggestions / Just some small suggestions..
« on: September 30, 2012, 01:09:43 PM »
...that don't need their own thread. Here goes:


A indicator for the flagship on the tactical map
- right know it can be difficult to identify your own ship on the map, at least if your fleet is big and especially if you have more ships of the same class as your flagship. There is the blue frame that indicates your camera position on the combat screen, but that does not help if you're using target view, video feet or if your fleet's in a tight brawl.
Maybe just a different marker than the green square.

Allow menu access in the fleet-encounter screen (the one where you communicate)
- This would be irrelevant in most situations, but there are exceptions: if you accidentally run into a superior fleet and want to reload. Now you can at least quickly auto resolve, but since Alex said that he might be disabling that option against superior fleets it could become annoying.

Let PD weapons ignore the hold fire order
Spoiler
- They hardly contribute to flux build up and their deactivation is the reason I often hesitate to hold fire (with x) and instead disable the offensive weapon groups manually. I really see no situation where you would want to silence your PDs.
[close]


432
Here's the Kickstarter :


Since there is a bit too much talking at the beginning, here's an old engine demo: http://www.youtube.com/watch?v=BhZQEvg1V0Y#t=2m02s


And if you you don't know Nexus...
You like space games? You like big, hulking cruisers lumbering through space and pounding away at each other, ripping their hulls to shreds? Nimble frigates, send out to stealthy close in to an enemy's vulnerable rear? You like swarms of fighters maneuvering alongside them, ready  to dash into dogfights at your order?  You like to play tales of dauntless space adventuring, while acquiring parts to customize and upgrade your fleet? You want all that packed into an epic story?

All that was Nexus, and I believe Nexus 2 can be more that that! This is the closest we got to a modern, high profile space game in years! And as long as Homeworld 3 doesn't happen it might be years until another game like this comes along. This must happen!



433
Suggestions / Show losses in the reinforcement window
« on: September 27, 2012, 07:40:08 PM »
When in combat, I don't always notice the text message about the destruction of an allied ship. Or in big fleets I just loose track. Or I don't know if my fighters are in repair or lost.
I think for all those situations it would be handy to be able to view disabled or destroyed ships during combat. The little reinforcement window you bring up via tacmap or with "g" would be a suitable place. It could be visible either below or above the current infos:





Thoughts?

434
I really wonder, never found them to be useful in support, strike or assault role.  Except the Salamander, which can be great.  The other "primarily" EMP weapons are the Ion Cannon and the Tachyon Lance and I never use those or heard of anyone who's fond of them. Sure, there are still situtaions were they are nice to have, but those are too rare to justify the huge OP investment. Other weapons like the phase beam are good, but I feel that's not thanks to their EMP aspect.
 
So, what do you think?

Spoiler
I listed a few shortcomings. To address one or some of those might be a good way to buff EMP, so I added suggestions to some.

EMP:

- does not influence shields in any way
That makes EMP weapons particularly useless against 360° shielded ships. If their shields are down they dont have the flux to do much damage anyway, and you'd probably rather want to deal hull damage.

Suggestion:
Spoiler
how about a delay in shield reactions if it's hit with EMP? Turn speed and deactivation time could be servery hindered as long as it is under EMP fire, heavy EMP bombardment like from Ion cannons could make turning and deactivating impossible
[close]



- can only influence sprite area that’s facing it
That doesn't sound too bad, but considering EMP damage is the only kind of damage that is limited by this it's a major drawback. For example, a support ship that managed to flank an enemy cruiser and deliver EMP damage to it's side does little to help it's allies fighting the cruiser from the front. Salamanders don't have this problem.

Suggestion:
Spoiler
a ship-wide effect could make it a good choice to keep firing. If for example hard flux was induced with hull hits, or the flux dissipation rate were diminished. 
[close]



- damage can’t exceed a certain maximum
Once a system is out it is out and will be online again after a few seconds. Further EMP damage has no influence on this. For other damage type weapons it is always an option to keep firing and deal damage, even if it's not the optimal type.

Spoiler
For this the solution would be the same as for the area problem: a ship-wide effect.
[close]



- can not inflict permanent damage
System are disabled for a brief moment (~ 10 seconds for medium slots I think), so EMP damage generates at best a window of opportunity, not a permanent tactical advantage. I don't think that's a bad thing or should be changed, but it is certainly a important difference to other weapon types.



- Can not/hardly damage weapons near the sprite center
So theoretical a ship could be EMP immune because of its turret and engine placement. That's not so much of a problem because the vanilla sprites don't feature many center weapons. It could be bad for mods though.

Spoiler
I see no real solution for this one, but at least a ship-wide effect could reduce the theoretical immunity to a theoretical resistance.
[close]

[close]

435
Bug Reports & Support / Minor bugs with the patrol order
« on: September 19, 2012, 03:48:57 AM »
After toying with that order for some time I noticed the following things:

- 1 Xyphos Wing is regarded as sufficient for "patrol", but mightier ships like the Tempest or Hyperion need additional craft

- The AI doesn't hesitate to assign strike craft (tested with Piranhas) for patrol, even if more suitable ships are on standby

- Ships with patrol order stay fixed and motionless on their target, there's no behavior involved that could in any way be considered patrolling. I don't know if the behavior is faulty or the name is just misplaced.

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