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Messages - robepriority

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31
Going by the update thread it seems that point 2 is one that a lot of people really use

32
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?

33
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

34
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.

35
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.

36
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)

37
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

38
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?

39
Mods / Re: [0.97a] Roider Union 2.0.4
« on: February 19, 2024, 07:54:26 PM »
I mean all system jump points with independent stations/planets, modded or otherwise.
Galatia also has this issue.

40
Mods / Re: [0.97a] The Knights of Ludd
« on: February 19, 2024, 07:01:57 PM »
Can you progress without a commission?

41
Mods / Re: [0.97a] Roider Union 2.0.3
« on: February 19, 2024, 06:58:42 PM »
Missed TheMuffinOfEvil's post, thanks for quoting it - I'm not sure this is caused by Roider Union but I will look into it.


I think this is the cause - something is generating prospector fleets in every inhibited warp point and not cleaning them up

42
General Discussion / Re: Stare contest
« on: February 18, 2024, 02:30:53 PM »
Let's see your ship build!

43
General Discussion / Re: Can someone explain objectives to me?
« on: February 18, 2024, 05:03:50 AM »
You don't even need to cap points to win battles in the first place. If you have a flagship centered skill set and the ship you are piloting is really strong, it's largely irrelevant what happens on the map.

Trying to hold all of them is definitely inadvisable, but not capturing the initial ones accessible robs you of DP, especially with officer disadvantage

44
General Discussion / Re: Oddly specific market share question
« on: February 14, 2024, 03:25:15 PM »
0% market share is possible when exporting?

45
Suggestions / Re: Escalate crisis
« on: February 14, 2024, 01:36:55 PM »
I would also like a way to speed up crisis progress - I suppose a button will have to do even if unnatrual because a lot of complaints come in about crisis speed being overwelming

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