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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 - WeiTuLo

Pages: 1 ... 19 20 [21]
301
It seems to mostly work in 0.95a RC9 to RC12, but seems to track plasma cannon damage incorrectly (always zero). Thanks for creating this mod by the way, it was great in 0.91a, and is still great in 0.95.

302
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 03, 2021, 06:24:48 PM »
Very nice!

303
General Discussion / Re: Commission welfare
« on: April 03, 2021, 06:21:24 PM »
The first time I played this game, I actually expected to have one ship total, and totally did not expect to have the tutorial hand me 4-6 ships that I could possibly salvage.

304
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 03, 2021, 05:40:44 PM »
I was near a bounty pirate station in an unclaimed system when a small pirate fleet tried to chase me. I moved far enough away from the station that the small fleet changed its status to running away, but instead it kept tailing my fleet and wound up inside the circumference of my fleet. It did not engage and kept bouncing around instead. Eventually I changed direction and it flew off, so I raided then blew up the station. It was very amusing.

305
Suggestions / Re: SO nerf/rebalance
« on: April 03, 2021, 05:30:20 PM »
Could have some hullmods cost more story points. Was expecting that the first time I opened the 0.95 hullmod menu. I mainly always pilot an SO HammerHead, and would gladly pay extra story points in lieu of a stat nerf.

306
General Discussion / Re: Commission welfare
« on: April 03, 2021, 05:23:53 PM »
I got the stipend from the academy, and that was it. I guess I was born with a heart full of neutrality. Though things would be a lot different without the abandoned Asharu station for storage.

307
Bug Reports & Support / Re: Continue/F9 and Multiple Installs
« on: April 03, 2021, 05:20:20 PM »
Cheers, thanks for the great game!

308
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 03, 2021, 05:04:07 PM »
They probably meant story points.

309
General Discussion / Re: Discussion about skill Systems Expertise
« on: April 03, 2021, 03:59:02 PM »
I would expect it to reduce the recharge time on plasma burn. If there is a cooldown between use of charges, it would likely reduce the cooldown as well. In the last major version of the game, missile autoforge had one charge total I think, so if it still works like that, missile autoforge would start with 2 charges, but never recharge in a battle.

310
Bug Reports & Support / Continue/F9 and Multiple Installs
« on: April 03, 2021, 03:17:56 PM »
I have 0.91a and 0.95 RC12 installed in separate folders on the same computer, it seems like there may be some cross talk between the different versions--perhaps through the registry?

When I try to load a game in 0.91 from the main screen with continue, it will crash, but I can still get in by using Load and selecting the most recent save file. Then when I go to the other version, Continue/F9 also crashes, but selecting the most recent save file under Load works.

311
General Discussion / Re: Drover overnerfed?
« on: April 03, 2021, 02:47:27 PM »
It does feel like it. I want to test out double Cobras though. That's 4x Cobras with the ship system, or +100% damage for the first sortie and maybe half for the ones after. Might be good for short duration combat, if it hits. Perhaps a good bomber carrier for a 9-10 speed strike force. Though nowadays, it's really the frigates and enforcers that give problems.

312
General Discussion / Mechanics of Skill Respecs
« on: April 03, 2021, 02:05:59 PM »
It may not be obvious, but lot can be accomplished with just one story point. Multiple skill points can be refunded, or swapped when they cannot/should not be refunded. For example:

Refund multiple non-permanent skill points by clicking on the desired refundable skills. When they are no longer highlighted, they will be refunded upon confirmation. Can potentially refund 15+ skill points by using one story point. Still have to retain at least one skill per level before each permanently assigned skill, so no violation there.

Left clicking a removed skill again will assign a point to the skill, and doing so again would add the story point upgrade if available. Right click only removes, so using right click can be less confusing.

For single skills stuck below permanent skills, such as T4 Flux Regulation or T4 Phase Corps with only T5 Special Modifications taken, clicking on the non-highlighted one will swap to it when no skill points are available or usable there. Any number of swaps can be done with one story point. So taking a permanent skill locks in the number of required skills before it, but you can swap freely between them.

This can also be done to preserve Elite skills, so if you have C2-C5 elite skills, and want to swap C1 Helmsmanship with C1 Strike Commander, you can without losing the elite upgrades on C2-C5.

Clicking on a removable skill that is required for others, such as removing combat 5 with 8 points allocated to combat, will remove one out of two skills in combat 1, combat 2, and combat 3, even if they have story point upgrades, so be careful with this.

Illegally assigned skills will cause strange behavior, such as the inability to reassign skills without removing the illegal skills, making the illegal skill legal, or removing elite status from a skill (which removes the illegal skill). Skill swapping still works though.

With just one story point, you can do any, or all of these things. It's a great deal.

I tested this on RC9 and RC12. RC9 generates an extra skill point in a certain situation, but RC12 does not, so that looks fixed.

Anyone know any additional tips or tricks?

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