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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Farya

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1
I wanted to ask but how does the rift generator work exactly?  It looks like it creates a portal to a new system and brings the planet with it, but I'm hesitant to relocate it away from the core of my worlds since I don't know if the portal remains in it's original position or not as while I would like a fast travel from one end of the galaxy to the other I don't wanna risk sending my planet into the unknown.


Side note:  Friendly watch towers have the same text as hostile ones.
Your planet is moved into a random system in your chosen direction within a covered range. So you kinda can predict where your planet will be somewhat depending from relative system placement - just check the distance between neigbouring systems and yours to see what systems are potentially eligible. While at the original location there will be torn open a new jump point.

2
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: November 27, 2022, 04:23:35 AM »
The Legios are absurdly overtuned, like they spawn fleets faster than they can be destroyed and even with massive attrition they somehow materialize highly skilled commanders from the nether.  Just for a lark I used cheats just to see the extent of how many fleets they'd spawn before running out or letting me bombard their planets.   The answer was 48 pages of salvaged ships.  I'm not sure how you're expected to beat them legitimately, much less while running Nexelin, it just doesn't work with how the combat readiness system works.  Your ships literally cannot regain CR fast enough to keep up with how quickly new ships materialize.  While I get it's a boss faction, they should be beatable, but a combination of extremely overtuned hulls and the sheer amount of fleets that are spawned make it pretty unusable.

A few things that helped me were 1) synchronize my attack with some other faction launching an attack on the system, so the patrol fleets are busy, 2) flip beacons to decoy more patrol fleets, 3) set up an outpost on an asteroid somewhere so you can quick dock and repair all damage rather than waiting (this is a Nexerelin feature I think, but there's some uninhabited planets in the system you can colonize and use the spaceport for the same purpose if you're not using Nex), 4) again in Nex, use saboteur operatives to blow up the spaceport and military base and whatnot, and synchronize your attack with that, 5) don't attack the station directly, attack a fleeing frigate that happens to be near it - the station will support the frigate, you kill the station, and then you can kill the planetary defense fleet rather than having to face the station and fleet together.

And then you saturation bomb the planet.  Twice.  And then everybody declares war on you, and within the next few weeks most of them offer peace, whispering "we really didn't like those guys anyway". 

But it is a hassle and it forces you to pay attention to them until they're dealt with.  I sympathize.
Interstellar Imperium also has a planet killer missile ship which allows you outright destroy any colony in a single bombing. When you absolutely want to make a point. Or turn them into catgirls with VIC virus bombardment.

3
In the present release version, you can recover some Breaker ships and you can get your hands on a blueprint pack for Deserter ships, either through exploration or the Deserter Nexerelin start. But there’s no story content wrapped around that yet.

Pardon me to keep botherin you, but in your change log you write that there is a BB constellation, my understanding is that there i can find BB and try to capture their ships. Where is this constellation?
Look for the system with unusual green star named Lenze.

4
What is even more funny here, this GMDA behaviour problem is not really Alfonzo's fault to begin with. As their transponder disguise thing is based on Starlight Cabal behaviour from Underworld in first place. It's just that Cabal right now is much less aggressive than GMDA, despite having much more dangerous fleets to compare. You can also easily become neutral with Cabal using bar events and story points too.

5
I made a detachment and sent it home using the transport mode, it docked but I can't find him to redeploy, what's going on?
Ships land on the colony. You can find them in storage now.

6
Modding / Re: [0.9.51a-RC6] Starsector Portr-Ai-t Pack and Ai Model
« on: October 28, 2022, 12:18:12 PM »
Knowing how AI artwork is generated from an existing portfolio, is David (the artist) okay with this?
I doubt there would be any problem for as long as these generated assets are not used commercially.

7
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: October 16, 2022, 04:27:36 AM »
Neat idea. Since, in particular, you mentioned not having ideas for the Fullerene Spool & Dealmaker Holosuite, here, have some ideas!

Fullerene Spool: You mentioned salvaging bonuses, which seems reasonable; I'd suggest adding a tug effect as well - maybe a limited one, something like "increases burn rate & reduces fuel costs of mothballed ships"?

Dealmaker Holosuite: Command Holosuite, of course. Improved command point generation, deployment limits, and maybe some small fleet-wide bonuses if the ship is both on the field and the player flagship?

I'd also suggest having the Biofactory item grant a reduced crew casualties effect; perhaps a small fleet-wide bonus, with the vessel it's installed on serving as a hospital ship for the fleet?
Actually Roider Union already has a hullmod on Wrecker with an effect you want - it tugs the slowest ship in the fleet by +1, provided Wrecker itself has enough burn for that. By default it's 8, so without ADF it cannot tug capital ships except Atlas MK.II or Pathfinder without milsystems/bulk trading skill.

8
For some reason Eradicator and Barbarian in my fleet are treated as AI ships when it comes to crew loyalty. Game shows it as AI integration status on combat log.
Thanks for letting me know! I'll check it out soon. Were they mothballed by any chance?
That *might* be the case, but honestly I don't remember if I mothballed these two before I checked the log or after.
Also that bug occurs on Post-battle Log window only. When examining hullmod in loadout menu, it correctly shows crew loyalty.

9
What about new defensive edict that forms a basic militia patrol out of some of your faction's trade ships? This would reduce access somewhat and the ships would have same poor quality your trade fleets usually have, but would allow you to get some patrols without Patrol HQ. Or you could boost Patrol HQ this way in a pinch.

10
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« on: October 14, 2022, 02:16:13 AM »
So I built a roider dive and I notice there are now roiders in my star system. Do they do anything or are they just decorative?
They are essentially your basic militia. They could help against weaker pirate scouts and such, but nothing else. However they draw blueprints from roiders and not your faction doctrine - so early game a HQ may be better for defense than a proper military base, because lack of heavy industry would only affect ships quality but not hulls usable for them.

11
For some reason Eradicator and Barbarian in my fleet are treated as AI ships when it comes to crew loyalty. Game shows it as AI integration status on combat log.

12
requesting help regarding detached fleets

I sent a few detachments of ships to one of my colonies.  They made it there, orbited for a few moments, and docked.  The detached fleets still exist in the UI and I'm wondering how to free up the slots, now that they have completed their mission.


I have seen this one two. Returning the ships from that detachment back to your fleet should clear the detachment. That's how it worked fir me at least.

13
So, how the game determines if your fleet has enough carrier for campaign transport of your strike craft? My Mithuna MM with two bays seems to be unable to serve as transport for a single Gunhazard. Or that's just Strikecraft description bugged? Bays are fitted with basic Valkens as well, but it doesn't seem to boost recovery speed as well.

14
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« on: September 20, 2022, 01:24:59 AM »
Might you possibly allow Roider HQ to use Cryoarithmetic Engine just like Military Base can?

15
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« on: September 11, 2022, 10:59:39 AM »
Roider ships are really becoming more unique and interesting. That's really cool. They are less of indie+ now with all these techmined designs now. Though it's still really strange that roiders don't have a designated survey ship of sorts.

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