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

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Messages - robepriority

Pages: 1 [2] 3 4 ... 28
16
General Discussion / Re: new phase is absolutely horrible
« on: March 04, 2024, 10:54:58 AM »
Phase anchor is basically mandatory - can't really find a use case where you would drop

17
Increase in stability makes sense, while the production bonus is... eh, fine.
I think it would be great if it was something like a production malus, but an increase in income from these industries, to signify higher prices for hand-made goods?
Luxury wooden furniture and so on.


Damn, that's a good idea.

18
While it makes sense historically, I don't think vanilla has enough challenges to really replace the fleets that would cross this threshold between engaging and fleeing.

19
Modding Resources / Re: [0.97a] RetroLib 1.0.1
« on: March 03, 2024, 10:38:11 AM »
Is adding retrofits to already existing ships (for example. falcon to falcon-P) just a case of editing the .csv, or does more need to be done to implement?

20
Eating the blockade or getting the maximum PL penalty (20% income tax) wouldn't make a colony debt ridden unless your accessibility and hazard rating was already questionable

21
General Discussion / Re: Colony Crises
« on: March 01, 2024, 08:22:50 AM »
How is your fleet looking?
3 Legions,2 Eagles,3 Falcons,3 Furys,2 Eradicators, 3 Enforcers,1 conquest,2 manticore,2 medusa.

That is absolutely enough DP to handle any crisis.
You may need to add officers and SMODs, perhaps substitute for some frigates to cap points.


22
General Discussion / Re: Colony Crises
« on: February 29, 2024, 03:27:46 PM »
Don't feel bad if the PL fleet eats your face though.  It's the hardest of the fleet comps.

honestly those monitors are really good anchors unless you strictly order to avoid them. Also yeah - DEM spam is dangerous

23
Going by the update thread it seems that point 2 is one that a lot of people really use

24
I'll see if I need to make factions more aggressive with revanchism (and they should be anyway, if strategic AI is enabled), though in the Diktat case it might be that they don't have the resources to retake it anyway.

I've received a separate suggestion that makes factions generate invasion points more quickly and strengthen their defenses after losing markets; if I implement that it should help here.

As an extension to that - I've been playing with the option that factions don't invade markets not present at game start, and while it helps focus offensives on my own planets, it doesn't really stop me from taking core planets with impunity. Is it possible to implement a suboption where revanchism is allowed when this is checked?

25
I've always imagined the industries not so much as a "force the entire population to do this" and more "the infrastructure, jobs, and policies are now present to support this". There would still be lots of people doing other things. Perhaps Luddic poulation provides a productivity bonus towards farming and light industry because the population is ideologically driven to be working those jobs and so for the same population/capital investment there is just more of that work being done?

Absolutely - I've always viewed population and production in grand strategy being those willing to contribute to the central authorities of the place in question. There may be excessively large communities that are present in the location but don't register their activity in a way that a centralized goverment can use

26
Suggestions / Re: My wishlist for the next update
« on: February 27, 2024, 04:32:37 PM »
Definitely think that some categories in the intel tab deserve their own category - most situations don't really need the full map to convey the information, or to cross-reference against other intel entries.

27
Mods / Re: [0.97a] Roider Union 2.0.5
« on: February 25, 2024, 02:38:39 PM »
Did a new game after 2.05 and I gotta say ... the number of Roiders is still insane. Corvus, Galatia and a couple others are infested with Roiders :/

Yeah definitely feels like there's still uncapped growth on prospector fleet counts.

28
Mods / Re: [0.97a] Random Assortment of Things
« on: February 25, 2024, 04:41:25 AM »
Might be some incompatability with AA ships for ThestiaShipsystem?
Not sure if it's something to do with AA or RAT.

45601 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.armaa_valkenXEffect.advance(armaa_valkenXEffect.java:151)
   at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.super(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.spawnFleetMember(Unknown Source)
   at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.spawnClone(ThestiaShipsystem.kt:213)
   at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.apply(ThestiaShipsystem.kt:60)
   at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

29
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: February 23, 2024, 09:06:28 AM »
what happened to the valkazard start? is there a prerequisite to unlock it or something

It's now the Meshan Reprisal Cohalition start

30
General Discussion / Re: [0.97a] Post Your Endgame Fleets Here!
« on: February 21, 2024, 10:51:30 AM »
Here's my humble fleet
Spoiler
[close]

Still not completely done with it, as you can see with the missing s-mods, and a few of my officers don't have maxed elite skills (max is 2 for me). But I can comfortably fight versus Remnants, end game bounties, stations and so on. Never went with a missile heavy fleet so this was a fresh experience. I still need to check out the Abyss, and kill the 1 mil bounty. I'll try and get footage of that once I get to it since I don't have anything right now except screenshots.

Conquest (flagship)
After a long break from piloting it, I went back to my original favourite flagship and decided to spice it up with Dragonfires. Works surprisingly ok but I have to wiggle my ship and shields a bit when I fire them to shield them from incoming fire. Without that they usually can't connect unless the ship I'm firing at is isolated. I know, I apologize for leaving medium missiles empty but I really had no leftover OP. Dragonfires just cost too much. And the reason for so many Burst PDs is because I usually have double Locusts, so I needed something to get fighters off of me.

How does wiggling the ship work to increase missile accuracy?

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